Revised and updated with new information from Star Wars: Attack of the Clones, including game statistics, characters, creatures, and vehicles. Containing all the rules needed to play the popular Star Wars Roleplaying Game, this rulebook has been updated and expanded to include changes based on customer feedback and all-new Star Wars: Attack of the Clones material. The book spans all Star Wars eras, including The Rise of the Empire era, The Rebellion era, and The New Jedi Order era, with material that has never been compiled into a single source. Added features of the revised rulebook include rules for playing droid characters, a new starship combat system, and expanded creature design rules. New species, skills, feats, character classes, prestige classes, and equipment will be extremely well received by the players and fans who have asked for them. The revised rulebook, which features all-new cover art and interior design, is 100% compatible with previous Star Wars Roleplaying Game products.
Bill Slavicsek's gaming life was forever changed when he discovered Dungeons & Dragons in 1976. He became a gaming professional in 1986 when he was hired by West End Games as an editor. He quickly added developer, designer, and creative manager to his resume, and his work helped shape the Paranoia, Ghostbusters, Star Wars, and Torg roleplaying games. He even found some time during that period to do freelance work for D&D 1st Edition. In 1993, Bill joined the staff of TSR, Inc. as a designer/editor. He worked on a bunch of 2nd Edition material, including products for Core D&D, Dark Sun, Ravenloft, and Planescape. In 1997, he was part of the TSR crowd that moved to Seattle to join Wizards of the Coast, and in that year he was promoted to R&D Director for D&D. In that position, Bill oversaw the creation of both the 3rd Edition and 4th Edition of the D&D Roleplaying Game. He was one of the driving forces behind the D&D Insider project, and he continues to oversee and lead the creative strategy and effort for Dungeons & Dragons.
I've tried out pretty much every version of Star Wars RPG that has come out - the various incarnations of d6 back with West End, the d20 spree, and even the Buy-Our-Expensive-Unique-Dice version from Fantasy Flight.
Each had their advantages and drawbacks.
d6 had one of the hardest/longest/slowest Jedi paths, which felt right and its lack of levels made it seem more natural (the first level-less system I played). However, it has lots of fiddliness with modifiers and the amount of adding everyone does every roll can bog gameplay down pretty quick.
d20 had some neat stuff - usually gorgeous art (especially Saga), great layout, simple rules - but suffered from my growing dislike of level-based systems. The split of Wounds/Vitality from HP was a great step that I think was a huge and missed opportunity for later versions of D&D.
Fantasy Flight had the literally mixed bag of dice - the system was cool and innovative, but slow, clunky, and often challenging for the GM. The way character's bought advances was cool, but it took me hours trying to design a future theoretical Jedi that could do even half the stuff we see in the movies and it would take a year of playing to get there.
If I were to play Star Wars again, I'd probably drift indie towards Impulse Drive or Scum and Villainy.
I realize this is an old book for an old game that's long out of print, but I just found the WEG D6 Star Wars system last year. For years I thought it was D6 dice pools (the type where you collect X dice that roll over a number). I had no clue it was Total vs. Target number.
The book was a fairly interesting read. It was odd reading such old Star Wars stuff that predates the prequels as well as things like the yuuzhan vong and the new Jedi Order expanded universe stuff. The rules really are pretty awesome and I'm looking forward to trying them out. The book was a harder and much more boring read than I expected.
This one I was very lucky to get. Even at the time the Revised Edition was being phased out for the Saga Edition (it has a lot more in common with D&D's 4E whereas Revised had a lot of 3.5's DNA) so the fact that a friend of my best friend's simply gave it to me still staggers me as most of the Revised Edition books are very hard to find these days.
It's the core rulebook for this edition of the Star Wars RPG, and it does its job quite well. It makes the mechanics, character creation, etc, easy to grasp. It also does what many core rulebooks do and combines basic rules with advice for GMs.
Solid book and I love the visuals of it inside and out.
A competent and passionate translation of the Star Wars universe into the traditional d20 format. Ultimately, I don't think the system, with its emphasis on combat simulation and a slow rise to personal power, is a good fit for the fiction. Or maybe my gaming tastes have just changed that much since the '90s.