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Star Wars Roleplaying Game (D20)

Knights of the Old Republic Campaign Guide

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A Star Wars TM Roleplaying Game campaign set during the dawn of the Old Republic...

Make the jump to lightspeed 4,000 years before the Battle of Yavin to a time when Jedi Knights and Sith Lords clashed in galactic conflict. This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front.

Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

224 pages, Hardcover

First published August 19, 2008

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Rodney Thompson

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Displaying 1 - 4 of 4 reviews
361 reviews9 followers
March 27, 2009
A good solid gaming supplement. As usual, it has new alien races, new talents for each class, new feats. Unfortunately, it literally is a fifty year period of history that is covered in this supplement. The Sith War of Exar Kun and Ulic Qel Droma is considered the start of the period, with the Mandalorian Wars, the Jedi Civil War, and the Dark Wars ending the period. I had hoped for a longer chronology and more NPC options from this book. The Jedi, Sith, Mandalorians, and Republic all get their own chapter which includes new Force powers, some new talents, weapons/vehicles/starships/equipment/droids that each group might have. Also is a small chapter on other NPCs during the time period who don't fit under any classification.

If they'd covered a bit more, I'd have liked the supplement more. Also, like the other campaign supplements, it has minor editorial glitches. WoTC needs to go over their proofs with a fine tooth comb.

Overall, I'd recommend to anyone playing a Jedi or interested in playing pre-Star Wars movies.
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45 reviews8 followers
November 10, 2008
A great reference book for any KOTOR era Star Wars campaign. While designed for Saga Edition, there's enough systemless material (such as the history of the various KOTOR conflicts and wars) that it should be useful regardless of what system you're using.

If you are using SW:SE, then you'll find rules for templated equipment as well as alternative lighsaber crystals, both of which go along way to recreating the highly-customizable feel of the KOTOR video games. There's plenty of information on new species, additional talents for all of the core classes, three new prestige classes (gladiator, duelist and corporate spy) and a host of new starships for the Republic, Sith, Mandalorian and Jedi factions.

Displaying 1 - 4 of 4 reviews

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