"As you race through the canyon, your speeder grazes the rocks, nearly spinning out of control. The Imperial speeder bike rounds the corner and opens fire! Wait a minute. I know there's something in the rules about maneuvers ..."
It's hard to run a great Star Wars adventure when you're busy flipping through the rulebook. Keep your game moving with this easy-to-use screen, which summarizes rules, charts and game statistics.
The 64-page booklet is filled with information that can be used in any adventure: • Over a dozen player character templates. • Lists of skills and Force powers. • Game stats for common characters, starships and vehicles. • Customized forms for creating starships, planets, sector maps, and much more. • Information on Imperial laws (and punishments for breaking them). • A Star Wars timeline!
When I was younger and had time to run three different RPG campaigns at once, I had two main flavors of game inspiration: swords and guns.
For swords I usually drifted to D&D but for guns, I turned to Star Wars (at least until we got hold of Alternity). All of the excitement of blasters and spaceships without having to understand mass rations and deltaV and Hohmann transfer orbits.
Star Wars neatly fills a niche known as "Science-Fantasy" - all the fantastic story-telling benefits of science fiction with the implicit belief suspension of fantasy. Perhaps its my scientific bent, but almost every other scifi campaign I ran in any other system disintegrated after exposure to micro gravity, time dilation, and interstellar radiation.
For whatever reason, our games were always 95% Han Solo and Jabba the Hutt and 5% Empire and Rebellion, but knowing all that was going on in the foreground made the skulking back-alley deals and betrayals more interesting; all smuggling and bounty hunters, less epic battle between Light and Dark.
The d6 system itself holds up better than old versions of D&D, but still gets bogged down (if memory serves) under glacial character creation due largely to the need to look up every skill in the game while making a character then spending an hour flipping through tables buying equipment. Also, adding up huge piles of dice for every roll, then looking at charts...
In spite of the limitations of said mechanics, it's still probably my favorite Star Wars system.
All said, a solid staple of my roleplaying days of yore, including a game that ran from 8th grade until 10th with the same characters.
This should be a part of the main book, as it's near impossible to run this game without some quick reference. Also - the additional character templates and extra stuff might be useful.