Thanks for checking out my blog here on April 1. To celebrate, you get Simon the Killer Ewok!
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About this time back in 2008, I sent a proposal off to Wizards addressing a clear oversight in the Saga Edition rules. Although it was surprising that the fans were not concerned about (or seemingly aware of) the omission, it was obvious to me we needed to include it to make sure that all aspects of the Saga were accurately portrayed within the game. Now, several years later, I dug out my original proposal and realized it was sorely lacking in game balance and explanation, likely due to the revolutionary changes it would have introduced to the game, plus it was early in the Saga Edition design process (for me, anyway). So, I present below, a newly updated version to add to the Force chapter of the Core Rulebook.
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Sorry for the delay today, but as usually happens, this took a bit longer than I anticipated. Today's post is once again aimed at the RPG - any version. I've been experiementing with some cartography techniques and below is the result of that effort.
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Another "inside baseball" type post regarding Saga Edition this week. However, before I get into the details of scoundrels, nobles and gamblers in the game, I have the following random comments:
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It's been one of those weeks where an disparate collection of news came to my attention from my inbox, twitter feed, facebook, email and somewhere else I'm likely forgetting at the moment. Anyway, I could split this up into two posts, but really, I'm just going to plunge ahead like a speederbike through the trees. BETWEEN. BETWEEN the trees.
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No, this week's title has nothing to do with Wookiees or Ewoks, unless you want it to. It ties to something Clone Wars Supervising Director Dave Filoni said in the commentary of the Clone Wars episode, Altar of Mortis. For those who haven't seen it, and no spoilers here, the Mortis trilogy delves in to the supernatural side of the Force way more than usual. It's something we've really only seen in the extended universe, and reminds me more of the Knights of the Old Republic era or some of the scenes in the more recent Fate of the Jedi novel series. Anyway, Filoni said to his writer to treat the episodes like they are all within the tree* from Empire Strikes Back, and that they're full of metaphor and, I presume, illusion.
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So, I'm a few hours early, but here we go. Today was a snowday for most anyone here in the midwest, thanks to the snowmageddon/snowpocolypse/etc/etc/etc dumping massive amounts of snow, closing interstates, and shutting down anywhere people would want to go today. I could go on about how the latest Clone Wars episode is very interesting and I'm looking forward to the how this develops and oh by the way Sam Witwer was in on the epsiode and so forth...but instead, I give you this, from my backyard:
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First, a few comments on recent events, then back to the examples for running an epic length published campaign.
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Adventuring in the Star Wars universe takes many forms: the one-shot adventure, the homebrew campaign, the convention “classic” adventure, the living-style campaign, and the long term published campaign. Campaign length ranges from a few adventures, to epic length storylines played across dozens of sessions and multiple months or years. Campaigns are plotted well in advance, grow organically out of the choices made by players and gamemaster characters, or more likely, a combination thereof.
While these are all great blog subjects, today I’m focusing on the long-term, epic length published campaign.
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This past weekend marked the mid point of Clone Wars season three, and with it the Savage Opress episode trilogy. After seeing the season three trailer and other material at last summer’s Star Wars Celebration, I’ve been looking forward to the new shows. The series has improved steadily through season two and I hope it continues to do so. I have a few comments on the new episode, but I’ll save them until the end of this post as they’ll contain some minor spoilers.
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Back in November, a member of the WotC Community forums asked if I would take a look at a couple of species that were never updated to Star Wars Saga Edition. I’m always on the lookout for good Star Wars Wednesday material, so keep the suggestions coming. I’ll go a step further here, and talk about the species creation process I typically used while working on the game.
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Taking a break from the gaming talk this week, with a look at one of my few collection items, Star Wars posters.
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Sorry again for the late post, but I think many of you will find it worth the wait. First, an update on the Star Wars RPG rumor extravaganza, then a new adventure ready for your holiday gaming sessions - or any other time.
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I got the news Monday evening. Fellow Star Wars RPG freelancer Robert Wieland sent a message that Mongoose Publishing had posted on thier company blog that they did not win the Star Wars RPG license, but that someone else had. A company known to do RPGs and card games, but not minis, and the license included all three types of games.
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While looking over Saga Edition and earlier d20 Star Wars products, it occurs to me that one of the more tactile and immersive elements of the game went largely unused: player handouts. In the d6 Star Wars RPG, handouts were a regular feature throughout the game’s run.
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This week marks the passing of The Empire Strikes Back director, Irvin Kershner, so I, like so many others, will talk a bit about the movie. I can't speak directly of Kershner, having never met him and only know him like most fans do - as the director of the excellent and successful squeal to Star Wars. But I can relay some thoughts about the movie, as I remember them from long past, and now.
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Adventures are obviously central to any role-playing game. Creating rules, and characters from those rules, can and should be entertaining and fun, but up until game time, they are simply creating the role for you to play. While many Gamemasters and game designers enjoy the adventure creation process, but it is not for everyone. Some have the desire, but not the time while others may have the desire but feel they lack the skills to create a story appropriate for their campaigns. Note, I don't say they lack the creativity (although they might think so). They might not feel comfortable writing a particular story type, or feel they don't have the rules knowledge to create a level-appropriate encounter.
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