Monday, June 28, 2021

A Monstrous Heartbreaker, Part III...keepin' it classy...

Fair warning:  There's a lot of thinking out loud in this post as I muddle through the details of putting together my own fantasy heartbreaker.  Please read on only if that's your bag...!

 First things first for this post:  It's time I decide what classes to include in this fantasy RPG that's all been done before that I'm putting together.  I'm definitely going with the "big four," as seen in games like Swords & Wizardry Light by one name or another - Wizard, Cleric, Warrior, Rogue.  (Side note:  I'm pretty sure I'm especially drawn to that nomenclature because those are the classes used in Magic: The Gathering's "party" mechanic...)  So...what else?

I mean...this is MY heartbreaker, so I can put in whatever ridiculous niche class I want to just because it makes me happy to think about having it at the core of the game.  At the same time, this whole exercise has grown out of a desire to have a very basic fantasy RPG structure to build my other projects around.  I do want to keep things simple.

The problem is that once I take the simple step in my mind of "allowing" one class or another to creep into the lineup, it becomes too easy to think, "Well, if I include a Warlock, surely a Shaman fits.  And then it would be ridiculous to not include the even more iconic Druid, and if there are Druids, why not Rangers, and then of course Paladins, and then...and then...and then..."

Back in 2017, my humble offering to the gaming world on Swords & Wizardry Appreciation Day was a set of alternate classes for Swords & Wizardry Light (which you can download HERE if you're so inclined).  They were streamlined a bit (yeah, even more than the usual!) in order to fit the Dungeonstack card game project that was the focus of my attempt at the A to Z Blogging Challenge that year; I'm noting them now because I picked out five basic roles, going with the names Warrior, Mage, Priest, Rogue, and Scout to differentiate them from the standard classes.  Scout was the "nature class," intended to make sure some bits of Druid and Ranger found their way into the game, as I've always been drawn to classes of that type...although the Scout is really just a Ranger stand-in without any real hint of Druid.

Lately, some form of Scout has seemed appealing as a single addition to the "big four" noted above.  An additional bonus is that Scout is the label that has long been given to Rangers in MTG, satisfying my inclination to defer to the naming conventions found on the magical cards.  However, with the coming Adventures in the Forgotten Realms expansion for MTG, Magic is making the Ranger creature type an official part of the game, SO...

Well, I'm dancing around it while thinking out loud, but I think my choice is becoming obvious:  The five classes of the Monstrous Heartbreaker shall be Warrior, Wizard, Cleric, Rogue, and Ranger.

Now...to nail down the specifics.  I covered the Warrior in my last post on the Heartbreaker and think I'll keep the ball rolling with the non-spellcasting classes.  Because the Ranger, while essentially a variant Warrior, can also fill the roll of "skill gal/guy" in a party, I think I should look at the Rogue first to get a baseline of what skillful characters look like in the game.  So, let's try statting up this guy...

He was the first (and only, so far, although maybe I'll get back to it at some point...?) Dungeonstack Rogue.  Because the mechanics for the Heartbreaker differ a bit from what I was planning with the 'Stack, I can't quite use him verbatim, but I bet I can get something very close that can also be a model for writing up the Rogue class as a whole...

--------------------

Xenos the Wanderer

Human Rogue 4

AC 13 (leather armor)    HD 3d6 (11 HP)
Saving throw: 12
Move 30 ft.
Languages:  Common, Goblin, Thieves' Cant

STR 11    DEX 16(+1)    CON 14    INT 2    WIS 7    CHA 10

Attack:  Dagger +2, 1d6-1 damage (thrown +3, range 20 ft., 1d6-1 damage)
Sneak Attack: Xenos gets an additional +4 attack bonus on and deals double damage to a surprised enemy.

Skill/tool proficiencies:  Climb (expert), sleight of hand (expert), traps (expert), cooking

--------------------

I think I may be doing the math properly in my head, but now I need to work backwards and make sure this fits the Heartbreaker as a whole...!

Tuesday, June 22, 2021

Brood X is pretty darn cool (plus...Cicadafolk for 5e)

I think "delighted" is a fair description of how I felt when I realized a few weeks ago that the trees around the office park where I work are a hotbed for a phenomenon that's gotten a bit of talk in the news (presumably in areas distant from such hotbeds as well...?) - the emergence of Brood X, the periodical cicadas that are making an appearance above ground for the first time in 17 years.  Their presence is already waning and probably won't last all that much longer; then, they'll disappear until 2038...so I feel pretty lucky to have a chance to take in this fairly rare occurrence.  (Quick note: I'm pretty sure "Brood Ten" is actually the proper way to refer to these insects, but I don't hold it against anyone - myself included - for using the letter "X" when referring to them, since it makes them sound even more awesome.  Honestly, Marvel might have missed an opportunity by not running a "Brood X" miniseries right now...!)

These bugs are pretty loud, fun to watch in somewhat clumsy flight, and pretty striking visually.  Here's one I met that first day I saw them:


As a kid in south Georgia, the song of annual cicadas was part of my regular summer soundtrack.  Like lots of youngsters, I enjoyed finding (and often attaching to my clothing) the exoskeletons left over from their molts into adulthood.  I think I would have had a field day if I could have been around one of these periodical appearances.


I realize there's a fairly small chunk of the world that's getting to see this right now, but if you're in that chunk, I hope you're enjoying the chance to see a very interesting rarity.  Next up, from what I can tell, will be two groups (Broods XIII and XIX) coming back around in 2024.  Interestingly, Brood XIII (the Northern Illinois brood, which will be making an appearance in the American midwest) also sounds to me like the focus of a work of pop speculative fiction, with the awesome appellation "Brood Thirteen"...and since Brood XIX is the Great Southern Brood, I should be able to time a visit to my family back down south to see their emergence.

Finally, they of course made me want to create a species for a fantasy RPG...

Cicadafolk (for 5e)


Snagged this piece by MRGunn-Art from DeviantArt -
you should definitely check out their stuff!

Cicadafolk, also known as Undergroundlings, are an insectoid species known for their remarkable life cycle, unseen in any of the other sapient races of the world. They spend the majority of their lives as part of a subterranean community but emerge in a regular cycle to rear their young, then pass away just as the next generation is ready to return underground.

For millennia, Cicadafolk have come to the surface every 37 years. Most quickly find a mate and produce offspring, then spend the next six years preparing the children to carry on the legacy of their people. This subsequent generation will soon take their turn underground, making their “coming of age” descent just as their parents reach the end of their lifespan. For the next 25 years, the Cicadafolk community will be largely unseen by surface dwellers; and then, like clockwork, the now-31-year-old brood will emerge to continue the cycle on the surface.

While unorthodox, this lifestyle has not prevented Cicadafolk from developing a vibrant culture. Their unique language is conveyed by stridulation and is often thought by outsiders to be music rather than mere communication. Indeed, it’s difficult to tell where the line is drawn between the two for Cicadafolk, and this approach has made many of them highly admired as musicians. The Cicadafolk language does have a written form, but it isn’t used often, as youngsters heading underground do not take written works with them, and there is rarely a system in place for the recovery of the previous generation’s artifacts upon reemergence from their subterranean phase.

Cicadafolk are also known to be formidable in battle. While they aren’t known for being especially adept with weapons and aren’t especially good flyers, their movements often come across as clumsy to those of other species, which makes fighting them an awkward and unpredictable task.

Regions can vary widely in how they feel about the cyclical reappearance of the Cicadafolk. To some, they are a nuisance to be endured until they make their way back underground. Others welcome the unique cultural contributions they bring with them and celebrate their arrival. History also shows a number of instances in which more conniving humanoid species seek to quickly ally themselves with a newly emerged brood in order to win their assistance in a quick takeover of neighboring kingdoms. If left to their own devices, however, Cicadafolk typically avoid physical altercations altogether.

Cicadafolk Names

Cicadafolk’s insectoid mouthparts and frequent inclusion of stridulation in their communication make their names nearly impossible to pronounce correctly for most other species, but close approximations are possible. Their names often include syllables that are repeated twice or more. Some common names are Egkegkegkegkin, Artodtodtod, and Gisuasuasuatodt. Or something like that.

Cicadafolk Traits

Your cicadafolk character has unique traits based upon its origins and adaptations to its unique lifestyle.

Ability Score Increase: Your Wisdom score increases by 2. Choose one additional ability score to increase by 1.

Age: Cicadafolk who are operating above ground are inevitably 1-6 or (more likely) 31-37 years old.

Alignment: The cicadafolks’ understanding of and commitment to their regimented life cycle leads to a tendency toward a lawful alignment.

Size: Adult cicadafolk are usually 5-6 feet tall but can be a bit shorter or taller. They have slender insectoid builds and usually weigh a bit less than other species of similar height.

Speed: Your base walking speed is 25 feet.

Flight: As an adult cicadafolk, you have a flying speed of 40 feet. You can’t travel at this full velocity while wearing heavy armor. You are a somewhat clumsy flier and have disadvantage on checks made to avoid obstacles. In addition, you must succeed at a medium Dexterity check when landing, or you’ll tumble, taking 1d3 damage.

Exoskeleton: Your hard outer shell provides +2 natural armor. This bonus does not stack with any armor worn.

Unsettling Song: Cicadafolk stridulation can be quite beautiful and musical, but can also be unleashed as part of a distracting cacophony. Once per combat, you can use an action to distract opponents with your noise. Opposing combatants each lose one action during their next turn.

Languages: You can speak, read, and write Common and Cicadan, although your ability to speak languages other than Cicadan is somewhat limited by your vocal range. Similarly, other species are only able to produce an approximation of Cicadan. This is usually enough to convey basic ideas, but more complex messages are often lost in such communication.

Monday, May 31, 2021

Just have to say...Fantastic Voyage has held up...

After thinking about the shrunken adventurer genre a bit, I decided to give 1966's Fantastic Voyage another watch last weekend, and I thought it'd be worth noting here that the movie has really held up to the passage of time.  It is, in some ways, a seminal work in this sub-sub-subgenre - to the extent that the TV Tropes wiki simply calls this style of adventure the "Fantastic Voyage" plot - and in my mind, it's quite deserving.

The film is, without a doubt, quite dated.  It really feels like 60s sci-fi...and I love that aspect of it.  The (Oscar-winning!) special effects are trippy and somewhat mesmerizing.  It also took home the statue for Art Direction that year, and I can certainly see why as the movie overall just looks cool.  And that's not just the special effects...the sterile look of the facility where the CMDF (Combined Miniature Deterrent Forces) operates sets a nice tone for the more grounded aspects of the film.

One thing that could probably be a drawback for many viewers is that the process of getting the crew shrunk down and into the human body takes forever.  I'd actually have to watch it again to note the specifics of this, but much of the early movie also runs with no music, so there's a very calm and methodical feel to it that I think extends to this scene.  Personally, I love it, as it emphasizes the danger and fragility of the process, rather than just shrinking, injecting, and moving on to the action.  BUT...I do work in a lab, so I may be drawn to that part of the storyline more than most.

Overall, if you enjoy retro SF, or even just solid SF in general, you should give this film a go at least once!


Now...how about a character?

As portrayed by William Redfield

Capt. Bill Owens
Level 4 Watercraft Pilot

AC 6[13]    HD 3d6+1 (12 HP)
Saving throw: 12
Move 12 ft.
Languages:  English, Russian

STR 11    DEX 17(+1)    CON 10    INT 14    WIS 9    CHA 9

Attack:  By weapon (+1 BHB)
Skill/tool proficiencies:  Pilot watercraft (expert), watercraft repair, perception, history

+2 to Saving Throws vs. explosions and environmental hazards

Stick Jockey (+2 to initiative in aquatic combat); Ocean Ace (may add +1 to two of a watercraft's stats each round); Jury-Rig 1x/day, 4d6 temporary HP to a watercraft

(I drew a lot of this from the Pilot class from White Star...) 


And finally...I suppose Fantastic Voyage is close enough to "military science fiction" to make this a reasonable post to tack on a wish for a happy Memorial Day to my fellow Yanks.  (I hope everyone has a happy day, of course...just calling out Americans since we're enjoying a holiday today...)  I also hope you'll take a moment to reflect on its meaning.  There are a lot of folks who sacrificed everything to help give us this world where I can spend time writing silly stuff on the interwebs.  Our country is in a weird spot, where one side of the political spectrum has attempted to stake a claim to patriotism, to the point that aspects of it have started to seem especially toxic to many who oppose them.  I'd like to think that something like Memorial Day is a great time for us all to find common ground in appreciation for those who truly have helped to maintain our freedom by giving their lives.

Friday, May 21, 2021

On LARPing my way through life and very tiny adventures

 I am 43 years old, and I still play make believe.

If you're reading this blog (which I kind of assume you are), there's a good chance you do too.

I wonder sometimes how common it is for others who enjoy the RPG hobby to apply that love for entering fantastic worlds to daily life.  Maybe I just never quite grew up...?  (Whatever that really means...)

See, I'm not really one to get bored easily.  I can escape into my own head in just about any situation.  Sometimes, though, the task at hand doesn't really allow for drifting off into wholly unrelated thought.  So while I may not get bored, I do sometimes find myself (as I assume most of us do) in the position of needing to focus on things that - due to tedium, or repetition, or just plain old sleepiness - I simply don't "feel like" doing at the time.  And when I do, I like to pretend.

I can remember, as a kid, imagining that I was a member of the G.I. Joe team, mowing the lawn at our headquarters.  Because having to cut the grass is kinda lame.  Getting the opportunity to be a Real American Hero and doing the stuff that has to be done for that team to operate?  Well, that's just fun.

Considering the sort of fictional worlds I enjoy, I have a job now that lends itself to entering a more exciting reality fairly easily.  I work in a lab and get to spend a lot of time doing really interesting science(!) stuff.  When that stuff involves lengthy, repetitive tasks, though - which actually comes up pretty often - I definitely enjoy some impromptu LARPing.  I've worked with Hank McCoy, investigating a mutant "cure."  I've examined the physiology of creatures originating from another realm.  The most fun adventures I've had, though, have probably been as a researcher for the Combined Miniature Defense Force, helping the team prepare for future missions into the wild landscape of human anatomy.

I enjoy this so much, in fact, that lately I've been thinking it's a game setting I should explore more.  (After all, what I really need right now is another setting/adventure seed to distract me from ever accomplishing anything worthwhile in my nerdy pursuits.)  It's actually something I mentioned way back when I was very new to blogging...the idea of adventuring in the tradition of stuff like Fantastic Voyage and Innerspace...

I've never really followed up on it, and I think that's at least partially because I never let my imagination really go on the possibilities of a campaign for very tiny adventurers.  It's easy to think about such a game just becoming a slog through battles with "characters" that don't actually have much character...lymphocytes and antibodies and whatnot.  While there's certainly a place in RPG adventures for faceless foes like gelatinous cubes, I don't think many players want that to be the only sort of menace they face.

In the case of Fantastic Voyage, though, they did manage to make 17 animated episodes' worth of challenges by expanding the scope to include all sorts of missions that can only be accomplished by shrinking.  Maybe that would be the example to follow...?

At any rate, my interest in tabletop Fantastic Voyaging has hit a new high in the past couple of days.  A video made by my coworker Megan just went a bit viral on LinkedIn.  It shows T-cells destroying a tiny tumor and is pretty damn cool.  I could (and do) watch it over and over.


While this is a time lapse video, its sense of action just draws me into the world of the battles that go on within each of us.

Is it the sort of action that's worth springing on a gaming group?  Hmm.  I'm starting to think it is...

Saturday, May 15, 2021

A Monstrous Heartbreaker, Part II: The Warrior

 Now that I've started pondering the goals and structure of my own highly derivative "core" rules for fantasy roleplaying, it's time to start getting the details down.  (Yep, this is just my way of taking notes...)

The first class I'm set on is the Warrior.  I'm keeping this one simple...just using the one I presented for Glaciers & Glyptodons, extended upward a couple of levels.  It's a pretty noncontroversial take, I'd think, and should serve me well across genres and time periods.


Warrior

You are skilled in combat and tough enough to withstand the hardships of battle.

You can use any weapons or shields and wear any sort of clothing or armor.

If you drop a foe with a melee attack, you may immediately make another melee attack.  (EDIT: I'm gonna have to make this scale with the Warrior's level, I think...)

Level    HD    Attack    Save

   1       1+1      +1         16

   2         2        +2         15

   3         3        +3         14

   4         4        +4         13

   5         5        +5         12


And just like that, I have a working document!

As for an example Warrior...those are probably pretty obvious, but I think I'll simply stat out a miniature I'm hoping to work into some tabletop playtime (not even a fantasy-based one)...

Dewey Shaw, Checkmate Knight

Level 2 Warrior
Checkmate's first appearance:  Action Comics #598 (1988)

STR 15(+1)     DEX 17(+1)     CON 16(+1)     INT 13     WIS 9     CHA 11
2+2 HD (9 HP)     Saving Throw 15
AC 14 (Checkmate armor)

Attack:  Checkmate lance (telescoping) +3, 1d6+1 damage; bodysuit strike +3, 1d6 damage

If Shaw drops a foe with a melee attack, he may immediately make another melee attack.

EDIT:  I realized there may be some WTF reactions to the "bodysuit strike" attack...it's from this scene (from Checkmate #1) really registering with me as a kid for whatever reason...



(I thought the knights of the DC Comics intelligence agency Checkmate looked pretty freakin awesome from the first time I saw them in comic book ads, which must have been back in 1987.  While I didn't keep up with the comic very well, I do remember picking up a couple of issues and definitely enjoyed seeing their introduction in Action Comics, which I did follow at the time.  The look of the Checkmate knight definitely invokes a certain nostalgia for me, which means I was also happy to see that the "retro" appearance made its way to HeroClix years later - Dewey up there is actually a Checkmate Medic figure.  Oh!  And his name came from the great generators over at Masterpiece Generator...I think that's what it's called, anyway...)


And I guess because the universe loves a little chuckle, here's a song that just came on my YouTube mix while I'm writing this post...

I do really like this song.

Next up:  I figure out which, if any, classes to include beyond the "big four"...and maybe go ahead and steal 'em/write 'em up...

Sunday, May 9, 2021

A Monstrous Heartbreaker! Part I

 Alright...I think it's time to start constructing my own little fantasy heartbreaker.

I suppose I could be a bit kinder to the effort and think of it more like my friend Tim's "Frankengame," the goal of his long quest to piece together his ultimate fantasy RPG system, and which he has seemingly chiseled into a thing of beauty with his own big personal stamp on it.  (It looks like the Frankengame is politely stepping aside to give Tim room to dive into his superhero universe with the rules of the new Amazing Heroes, but I'm betting all of the effort to shape his perfect fantasy game is going to keep giving fruit as time goes on...)

I'm not sure that I have that sort of focus and discernment in me, though.  So I'm just gonna call it what it'll probably turn out to be:  A big ol' fantasy heartbreaker.  A monstrous one, in fact.  The goals?  I'd like this game to:

1.  Be a little more proof of concept for an RPG built upon classes that fit OSR games derived from Swords & Wizardry WhiteBox, along with races built for fifth edition D&D.

2.  Serve as the "core" system upon which I can base a variety of gaming projects I'd like to one day bring to a state of public presentability.

3.  Comfortably represent the set of mechanics, assumptions, and quirks that I could call my own personal baseline for a fantasy RPG.

4.  Give me an excuse to explore an original fantasy setting in some amount of detail.  (I'm not completely sure what that setting will be, nor if this is actually the route I should take vs. keeping everything within the framework of a generic fantasy world...but I do think I'd like to have a specific setting to accompany the ruleset.)

Snagged this image from HERE...


So here's step one.  I ask myself the question:  What classes should my fantasy heartbreaker include?  And then I answer...that clearly the place to start here is with the four classic roles of a D&D adventuring party: the Fighter, Rogue, Wizard, and Cleric.  This is pretty convenient, as it's basically the four we get (using a slightly different naming scheme) in the excellent Swords & Wizardry Light.  So...cut, paste, done!

Eh...not quite done.  I'll have to make a few changes.  The Fighter shall become a Warrior, taking care to ensure that there are no rules that tie it to a fantasy setting.  I know this seems like a ridiculous move considering the premise of the project, but I have a real affection for the idea of a time- and place-less Warrior archetype that can cover everything from dungeoneering fighters, to Paleolithic scrappers, to battle-minded folks of the modern day and beyond.  I guess it's mostly just a name change.

Now, for the Rogue.  I'd say that much of the exact same sentiment applies here, so if I take that last paragraph and make just a few edits...

The Thief shall become a Rogue, taking care to ensure that there are no rules that tie it to a fantasy setting.  I know this seems like a ridiculous move considering the premise of the project, but I have a real affection for the idea of a time- and place-less Rogue archetype that can cover everything from dungeoneering thieves, to Paleolithic sneaks, to subterfuge-minded folks of the modern day and beyond.  I guess it's mostly just a name change (and really not even that except relative to old school games that still call this character a thief).

And so we move on to the spellcasters.  It would be very tempting to fold these two into a single class that can cover any variety of magic, whether arcane, divine, or of whatever other origin a setting allows.  I definitely see the elegant beauty in the triangular approach to character abilities seen in games like True20 or Warrior, Rogue & Mage.  Related to this...in Magic: The Gathering, we have recently seen a slight shift in the designation of creature types such that each of the game's five colors has a spellcasting class most closely associated with it:  Clerics in white, Wizards in blue, Warlocks in black, Shamans in red, and Druids in green.  I really like the symmetry of this arrangement, and it has a lot of value in the game's newest set, Strixhaven: School of Mages, which features tons of magic-users from all around the color wheel.  A bit ironically, this division points to the unity of all of these creature types under the title of mage (as we see in the name of the set).  And wasn't that maybe even the point of wizards in Original D&D getting the generic appellation of "Magic-User"?  To give players the freedom to imagine their mages with whatever sort of background they wanted, while still tying them all together with the same set of spell rules?

Ultimately, though, I'm just not sure I can have my own core of a D&D-type ruleset without giving the religious spellcasters at least one class of their own.  It's a trope that's just so strongly bound to the heart of the game at this point that I think the whole thing would feel incomplete without having archetypes for both divine and arcane (or at least other) magic.  I'm not completely sold yet; the implication that all magic comes from the same source, whether it's prayed for or learned from books, is still tempting to strive for.  I'll see where it goes from here, but for now, I'll work on the assumption that the Monstrous Heartbreaker will separate Wizards and Clerics...perhaps even with those class names.

Alright...any more classes to add?  A nature type, perhaps, to work in some Druid and Ranger tropes?  Surely I'll want animal companions, right?  Do I want a Monk, or can Warriors and Clerics cover everything I'd really like to see in it?  I do love music...should I go ahead and codify a Bard?  And why does some sort of Artificer keep popping into my head as a potentially strong choice as a base class?  (Seriously, I don't know that I've ever even played in an adventuring party that included an Artificer, let alone played one myself.)

I have a feeling this decision could be influenced by whether or not I include a specific fantasy setting in this little work...so there's a bit more thinking to do on this.  More to come in Part II...

Tuesday, May 4, 2021

May the Fourth...!

A very happy holiday to all!

I'm going to celebrate by pointing out a very nice set of OSR rules for Star Wars gaming that I'm going to guess a lot of folks have overlooked.  Before my group's trip to the Stone Age, my good friend Josh ran a great adventure for us using RPGPundit's space opera ruleset, Star Adventurer.

While I'm not familiar enough with the game to give it a thorough review (and not that I typically do those anyway), from what I've seen, it's pretty awesome.  They're very solid rules in the general "modern take on B/X" tradition with enough detail to give a good feel for the genre.  And I guess it's almost obligatory to include some sort of "however you may feel about his politics" clause when discussing the Pundit's work, so...well, however you feel, it's hard to deny that the man knows how to put together a good game.

I went into character creation with the intention of making someone I could represent in miniature form with one of the figures from the classic Galaxy Laser Team...

This sealed bag is actually up on eBay right now...

I ended up with a human that matches pretty nicely with this guy:

His name is Garm Tharend.  He's a Human Warrior.  And not that you asked, but here's his backtory:

Garm Tharend comes from a multispecies spacer community with no home planet, many of whom have joined the extended family as a way of avoiding the crippling overreach of the Hegemony. This background often brings additional scrutiny from Galactic authorities during Garm’s interactions with citizens who live more traditional lifestyles, referred to by his community as “Worlders.”

This history has led a majority of Garm’s relatives (most of whom are more beholden to their own moral compass than he is) to side heavily with the Resistance, with many of them actively involved in rebel operations. Garm has been slower to back the movement, seeing a possible Resistance victory as little more than moving on to the next tyrant in line. However, he appreciates that the growing conflict has given him additional freedom to live on the outskirts of Galactic civilization.

Being pretty good with a blaster, he’s managed to put together a comfortable lifestyle by taking on a few lucrative hit jobs and living a low-key life in between. After being hired to take out an old droid running illegal schemes in the spacelanes, Garm was actually convinced by Glossig to give up the mission and join his crew instead. (There were probably some psychic mind tricks involved.)


If you actually took the time to read through that (thank you!), it's probably pretty obvious that Star Adventurer can be used easily enough to run adventures in George Lucas's sandbox.  While I've only ever run an actual Star Wars game using the old West End Games D6 rules...and if I were to run one now, I'd probably try out the 5E/LightBox blend I'm so enamored with at the moment...Star Adventurer is a strong game and could be exactly what you're looking for someday to play in a galaxy far, far away.

So...uh...utini!