Nuketown

Star Wars: Saga Edition

GameCryer.com: Star Wars: The Essential Atlas

 The Essential AtlasMy review of Star Wars: The Essential Atlas is up at GameCryer.com. While not an official source book for Star Wars: Saga Edition, I strongly recommend that game master's at least check it out.

This book has extensive maps of the entire Star Wars galaxy, including the Deep Core, Core, Colonies, Inner Rim, Outer Rim, and other major regions, as well as time line maps depicting major events like the Mandalorian Wars, Jedi Civil War, the Clone Wars, and the plots of all six movies. Great stuff and an excellent in-game reference to give players a sense of the galaxy's scale.

Star Wars Roundup: Saga Edition Cancelled, Sniper Feat, Travel in Star Wars

Without a doubt, the big news Star Wars this month is the announcement that Wizards of the Coast is not renewing its Star Wars license and is ending the Star Wars: Saga Edition RPG and Star Wars Miniatures product lines. It's a sad day for Star Wars gamers but I suspect that the game will continue to have a small but fierce following in coming years, just like West End's d6 Star Wars does.

In happier news, Galaxy of Intrigue was released in late January, and we have one more source book -- The Unknown Regions -- before the end of the line

Thoughts on the end of Star Wars: Saga Edition

Some suspected it, but now it's official: Wizards of the Coast is dropping the Star Wars license, and with it, the Star Wars: Saga Edition role-playing game and its counterpart, the Star Wars Miniatures Game.

It seemed likely that this would happen sooner or later once D&D 4E was released; I'm sure it's difficult for Wizards of the Coast to justify continued research and development on two rule sets (namely Star Wars and Dungeons & Dragons 4th Edition). Saga Edition was a useful testbed for Wizards when they were trying out new ideas for 4E, but its clear that they've decided to go in a very different direction with D&D and future RPGs.

Star Wars just wasn't part of the picture. As a result, Galaxy of Intrigue and The Unknown Regions will be the last two books in the series.

Galaxy of Intrigue arrives Jan. 19, 2010

Galaxy of Intrigue [buy it at Amazon], the Star Wars: Saga Edition source book aimed at running espionage campaigns, arrives January 19, 2010. Like Scum and Villainy and Galaxy at War, this Galaxy of Intrigue is more than just a splatbook for rogues and nobles.

Yes, it will undoubtedly have new feats, talents and prestige classes, but the real value of these books for my campaign has been the GM specific tools, from the spaceport and fringe jobs generators in Scum and Villainy to the mini-adventures and battle station generator in Galaxy at War.

GameCryer.com: Galaxy at War

My review of the Galaxy at War source book for Star Wars Saga Edition is up at GameCryer.com.

As I mentioned in the review, this book's timing couldn't be better for my campaign. After a year of operating on the fringe, with half the group training to become Jedi, and the other forming a transportation company, our heroes are about to get caught up in the Mandalorian Wars. This phase of the campaign could easily last 6-12 months, and having a source book dedicated to war -- be it martial species, new war-time feats, a rank and privileges system, myriad one-shot mini adventures and an entire space/battle station chapter -- is a great help. Read the review.

Star Wars Round Up: Dawn of Defiance Ends, Galaxy at War Minis, Joruus C'baoth

 Galaxy at War

After two years, Wizards of the Coast's Dawn of the Defiance RPGA campaign has concluded with Episode #10: Jaws of the Sarlacc. In this week's Star Wars roundup I've got a link to the module as well as Rodney Thompson's retrospective on the campaign.

In other news, there's Galaxy at War miniatures previews, a new Jedi Counseling focusing on starship design, a review of the Rebellion Era Campaign Guide, and a writeup of the insane Jedi Joruus C'baoth.

GameCryer.com: Rebellion Era Campaign Guide

My review of the Rebellion Era Campaign Guide for Star Wars: Saga Edition is live at GameCryer.com. The book deviates from the standard content of recent campaign guides -- there are no new Force powers or techniques and no new species -- but it makes up for those with a new Background system and dozens of species feats.

It was a hard book to review: on the one hand, it has a lot of nitty gritty detail about the era, but as I said in the review, a lot of this the Rebellion Era information was already covered in the core rule book and other releases. So if you're really into the Star Wars Expanded Universe, then you'll probably love this book. If the EU makes your head hurt, then you can easily get by without picking up this book.

My MEPACon Fall '09 events: Star Wars, Day After Ragnorak, Risk 2210

As I mentioned earlier, my gaming group's planning on attending MEPACon Fall 2009 in force and true to my word I've volunteered to run three events at the con: The Antares Run (Star Wars: Saga Edition), The Ruins of New York (Savage Worlds/The Day After Ragnorak), and Risk 2210.

The convention is being held Nov. 13-15, 2009 at the Ramada Clarks Summit, in Clarks Summit PA. You can register for the events at the MEPACon web site or submit your own on the GM Registration page

Star Wars RPG Roundup: Canon Fights, Rodney Interview, Initiative Trackers, Make Your Own Crawl

The WotC's preview for Galaxy at War leads off this week's Star Wars RPG round up. After that, I've got the blog round-up which includes posts about dealing with Star Wars canon issues, how to write a crawl, and the challenges of switching from a fantasy to science fiction mindset.

I also found a number of cool new tools, including an initiative tracker, character summary cards and a crawl generator. Finally, the Order 66 podcast's Episode 78 features a 2+ hour Q&A session with Star Wars designer Rodney Thompson about the Rebellion Era Campaign Guide.

Game Day: Fighting SciFi RPG Writer’s Cramp

We’re well into Episode 5 of our Star Wars: Knights of the Old Republic campaign and I’ve got to say I’ve found switching gears from fantasy to science fiction harder than I expected. 

It’s not that I don’t know science fiction; hell I’ve been reading it ever since I could read. But after a dozen years of playing D&D in Greyhawk, I’ve grown used to certain kinds of stories, and being able to rely on the genres familiar tropes and clichés.

In some ways, it’s a question of switching tropes and clichés; when writing fantasy (or designing a fantasy campaign) there are certain standard story ideas (the dungeon crawl, the rampaging monster, the damsel in distress, the crazed cult) you can pull out with barely a moment’s thought. Make a few tweaks, change some of the setup and whammo, you’ve got an adventure.