Friday, July 31, 2009

Star Wars Toys


Looking back on my childhood, I realize now that my parents (and family in general) were actually rather indulgent when it came to toys. I had an awful lot of them. And yet, at the time—and caught up in the 'frenzy' of Star Wars' original release—I always felt that other kids had more than I did. To an extent, this was true. In my tiny hometown in South Dakota, Bobby Claussen easily had the best Star Wars collection around—including his crown jewel: an actual AT-AT walker. We were friends, so we played together quite a bit, but still, there was that very selfish kid thing in me that when I went home /I/ didn't have the AT-AT! 

Adding to my kid frustration was my parents' inability to understand why I needed more than one Stormtrooper or Hoth Rebel Trooper. At the time (being 9 or so) I couldn't properly articulate the fact that Stormtroopers were 'cool' because there were a lot of them—that it would feel more like the movies if I had several Stormtroopers fighting against Luke and Han rather than just one. No, to them, I 'already had one of those', so I didn't need another.

Over the years, through play, theft and loss from moving around, my collection of Star Wars toys dwindled and what remained finally just languished in my Mother's garage. During my college and post-college  years I was much, much too poor to even think about spending money on toys. I scrimped and saved to buy Star Wars RPG books, but that was about it. Sometimes I would still walk through the toy isles and see what it was that people were coming out with, but I just couldn't justify spending the money (damn my responsibility, such as it was). 

In any case, it was not until well after I landed my first real job (and moved on to the more stable one I have now—knock on wood) that I was even in a position to think about a 'disposable income'. But then several things converged. First: I had a disposable income. Second: I had a house. Third: I discovered eBay. 

It began small enough. I re-claimed my toys from my Mother's garage—including MY prized toy: My original 1980 Snowspeeder. Somehow, it had survived my childhood. Only it was still missing one of its engine-nozzle parts that I had lost long ago. I looked on eBay, and what do you know—someone had one of those parts! That got me looking around at what else they had...

At first, I resolved to keep a modest collection—and to focus only on the classic Empire and Rebellions figures from the original trilogy. But as my collection of Stormtroopers grew in proportion to the rebels, that old childhood urge resurfaced. Why not make a squad of Stormtroopers? As the figures got better and better (more articulated), I found myself more and getting more and more.

As it stands now, in about 6 years of avid collecting, I'd say I have close to 300 figures and quite a few vehicles and critters. Is it geeky and childish? Maybe. But then, I AM geeky and childish, so why go against my nature? And before you ask: No, I'm not one of those guys who keeps everything 'MIB' (mint in box). I'm a visual and tactile person. I like to play wi- err... appreciate my toys. I don't want them to be sad and hanging out in their original packaging like Stinky Pete from Toy Story 2. 

So, what was the point of this post? Heck. I don't know. I guess just to say that I loved Star Wars toys as a kid, and I still love them.

p.s. And no matter what anyone tells you, I was NOT playing with Boba Fett in the bathtub...I have no idea how he showed up there... nope. None.

p.p.s. And no, 'playing with Boba Fett' is not a euphemism.

Thursday, July 30, 2009

Clone Wars...Good News?

In watching some of the coverage from the ComicCon on TV, I stumbled across a panel discussion with the creators of the Clone Wars cartoon (the new computer animated one). As you may have read in my earlier review of this series, I have mixed feelings about it. Strangely enough, the creators of the show seemed to express a concern that was central to my own—the 'kiddiness' factor of the show. In what I've seen of the first season, there is (for me) a disconnect between the often violent/serious nature of the stories and the wacky/goofy 'comic relief' of the droid characters and Jar Jar. It felt to me that the show could not decide if it wanted to be a kids cartoon or a real star-wars story.

Evidently, the creators felt the same way—because they're now talking about taking a more serious route with the second season. I'm not exactly sure how this is going to pan out, but I applaud the fact someone recognized the confusing duality of the show and wants to do something about it. The creator of the show (who's name I'm too lazy to look up at the moment) mentioned the experience he had as a child, watching the original movies—how parts of them really did frighten him, but how he still loved it and loved the fact it was a family experience for him (that parents and children could both watch and love the movies). I really hope he takes that to heart and implements it in the new season of the show—because GAH, those droids are so horribly annoying and UNfunny, in a really childish way. But.. I won't go into it here. If you want the full rant, read my previous review ;)

Suffice it to say that I am now even more cautiously optimistic about Clone Wars. Keeping my fingers crossed.

Tuesday, July 28, 2009

Where Are They Now...


Like a lot of the things on this blog, this post is mainly for my own benefit—though I hope it will be interesting to others, too. In creating my Star Wars campaign 'universe', I have worked to include and 'update' the many major and minor characters featured in the movies. Mostly, I just keep this information in my head, but a blog is a good spot to get some of it down 'on paper', as it were. So what follows is a list of the main characters from the movies/novels and where they are currently in my campaign set some 13 years after the Battle of Yavin (i.e. the very first Star Wars movie).

LUKE SKYWALKER:
Luke is now grand-master of a new Jedi Order, with a new academy set up on Yavin. With the founding of this new order, Master Skywalker realized that many things had changed—and would have to change for it to succeed where the previous order had not. In much the same way the New Republic (in my campaign) restructured itself, this new Jedi order would have to base itself on the idealistic foundations of its predecessor, but look at new ways to uphold those ideals. Part of what brought the Jedi down in the first place was their belief in their own superiority and in doing things 'the way they had always been done' in the past. While there is much to learn and emulate from historical tradition, Luke does not want to lose the vitality the order has gained through its many non-traditionally trained Jedi.

In keeping with this new outlook, and building off his own experiences serving the Rebellion, Luke came to the realization that the security of the Republic should not be entrusted to any one particular group. It was only through the combined efforts of many beings that justice was restored to the galaxy, and it is only through the combined efforts of these same beings that it will be maintained. Thus, the new Jedi Order is now mandated to work alongside various government and civilian agencies to keep the peace.

Likewise, the isolationist, monk-like traditions of the old order have been set aside in favor of more 'grounded' Jedi who do not hold themselves apart from the people they serve. Love, family and friendships are encouraged in the new Jedi order—the emotions conjured are seen as healthy, as long as the Jedi does not allow himself to be overwhelmed by them.

Luke himself (unlike in canon) has not entered into a relationship with Mara Jade (or Callista, or any of the other women the novels link  him up with). Rather, he remains a very paladin-like figure, focused now on the order. Perhaps one day he will take a wife, but right now he has a job to do—and is able to remain strong in that task because of the emotional bonds he shares with his family and close friends. He's come a long way from the farm boy on Tatooine, and yet in a lot of ways, that remains who is is at his core: idealistic, optimistic and honest.

LEIA ORGANA-SOLO
Leia has recently assumed the role of Chancellor of the New Republic. As Vice-Chancellor, she stepped up to fill out the remainder of Mon-Mothma's Second term after the elder stateswoman's health began to decline. Already a powerful political figure, Chancellor Organa-Solo has really come into her own—facing political and military crises with determination, compassion and reason. This is all the more remarkable in that she is also the mother of three children and a budding Jedi knight as well. Though she's had to step back from the 'adventuring' part of her former careers, she remains a vibrant and active personality who is both admired and criticized by her frank and honest approach to politics. While she is able to schmooze and diplomacize with the best of them, she has taken a firm and very public stance against corruption and self-service in her administration and in the government as a whole.

As with her brother Luke, Leia draws a lot of strength from her family and friends. Indeed, without the simple joys and deep connections she shares with them she could not maintain the outward toughness and dedication that her job demands. Despite her confidence, however, she is somewhat self-critical—often worrying that she isn't spending enough time with her family.

HAN SOLO
Han, now in his mid forties, has grudgingly come to accept the fact that he is now 'respectable'. A father of three and 'First-Husband' of the New Republic, his days of being an outlaw adventurer are long past—and actually? He only misses it a little. Oh, he makes a good show of 'chafing' at normal life, but the role of husband and father is more rewarding than he could have imagined. In his spare time, he still pursues his hobbies of tinkering with his ship and watching Swoop Races. He hasn't completely gone into retirement, however—he's much too talented for that. Apart from acting as part-time pilot and bodyguard for his wife, he has served in numerous undercover and intelligence missions. He has also taken up his military commission twice now—once while leading a task-force against the warlord Zsinj and now again in the face of the Nagai invasion. Han Solo—now Admiral Solo—took charge of the Starfighter forces at the battle of Arkanis, orchestrating a brilliant defense against overwhelming odds.

CHEWBACCA
Much like Han Solo, Chewbacca's life has slowed down. Though he still accompanies his partner on many of their missions (official or unofficial) he now has the time to dedicate to his own family back on Kashyyyk (in fact, his family often spends its vacation time with the Solos). Whether he wishes it or not, Chewbacca has become a powerful political figure among his people—many of whom urge him to take a more active role in the governing of their planet under the New Republic. Chewbacca is torn between this perceived duty and a desire to lead the quiet life. The recent Nagai invasion has forced him into the front lines once more—sometimes alongside Han Solo but more recently in a position of command in the Kashyyyk military, defending the planet from an assault by their Trandoshan rivals.

THREEPIO AND ARTOO
Some things never change. So it is with these two. Threepio is greatly enjoying being able to indulge in his primary function of diplomatic aide and translator—and is quite puffily proud of his position working for the Chancellor of the New Republic. His role has grown beyond that, however—serving both as household droid overseer and even part-time nursemaid to the precocious Solo children (the latter role occasionally leaves the excitable droid frazzled). 

Artoo remains with Luke much of the time, a loyal companion and good listener—privy to Luke's deepest thoughts at times—especially during long journey's his X-Wing. Though he would never consider himself philosophical, the little droid's unfailing optimism and dedication always seem to bolster the young Jedi Master when he needs it most.

LANDO CALRISSIAN
From outlaw to respectable to outlaw to respectable, Lando's life seems in constant flux. And truth be told, he likes it that way. Though two of his entrepreneurial operations have been destroyed by the Empire, that has not curbed his spirit in the least. Diversification is now the key as Lando sees it—plus, it keeps things interesting. Distancing himself from mining operations for a while, he now dabbles in several budding businesses. For a time, he served as chief manager and promoter of budding Swoop Racer Adrienne Olin (one of the PCs in my campaign). He went on from there to invest some of his earnings in the re-industrialization of Mandalore (thus helping its new planetary Governor, Rick Oman—another PC in my campaign). His latest moneymaker, however, was a Starfighter racing circuit—wherein pilots flew various kinds of souped-up and modified 'surplus' starfighters through obstacle-course like routes. Unfortunately, this idea was only in its infancy when the Nagai invaded. Finding himself caught up in the wake of the initial onslaught, Lando rallied many of the racing pilots to his cause—rearming their ships to intervene in several key early battles. Lando and his 'Wildcard' squadron have now been officially folded into the New Republic fleet and served with distinction alongside Han Solo during the battle of Arkanis.

So, that's where the main characters from the movie are in my campaign and where they seem to be headed at the moment as I forge my /own/ expanded universe within the New Republic Era. Hope you enjoy.

Monday, July 27, 2009

Skill vs. Class


This is another subject I've already touched on in other posts, so I won't belabor it here. Enjoyment of gaming depends upon personal preference—from the genre(s) you most like, to the character types you like right down to the rule systems. This is one of the reasons I hate it when people say one system is better than another. Yes, I do champion the D6 system because I like it—but that doesn't mean I think it is the pinnacle of game design or that it is better than D20 for reasons x, y and z. I just like it more than other systems—that's my personal preference.

That being said, one of the main reasons I DO like D6 is its skill-based system. This means that characters are defined according to what skills they have, rather than what 'class' they belong to (as they are in many traditional game systems). In classic games like D&D, characters were rather broadly categorized (at the time I got into the game) into four main areas: Fighter, Thief, Magic-User and Cleric. A couple specialties evolved from each of the basic classes, but that was pretty much it. Apart from combat and special abilities, most character classes didn't even HAVE skills associated with them. Thus, if  you were a fighter, that was what you did. There was no 'hunting' skill or 'blacksmith' skill or anything like that. Only the thief had easily identifiable skills: move silently, open locks, detect noise, etc.. Thus, with the earliest class-based system, everything seemed geared towards how a character fared against typical dungeon obstacles: their combat skills and spells to defeat monsters or the thief's abilities to overcome traps and locks. Yes, ALL characters could search for secret doors and the like, but that 'skill' never changed. A 1st level character had just as much skill at finding secret doors as a 10th.

While I appreciate the simplicity of this Class mechanic, even from my earliest days of gaming, I remember it not sitting right with me. Again, I point out that this is my preference, not a shortcoming of the game—as a kid, I had a lot of fun with D&D, using it pretty much as-written. What really opened my eyes to other possibilities was the Star Frontiers system. This TSR game had something of a hybrid between classes and skills. There were three primary character types: Military (soldiers), Technician (techs) and Biosocial (medics/scientists). Each of these 'classes' had certain skills associated with them (weapon skills for soldiers, tech skills for techs, etc.). HOWEVER, any character could purchase skills from any 'class'. Thus, you could have a tech with weapon skills or a medic who could use computers. It cost a few more experience points to purchase skills out of your primary area, but it was possible. This I liked a lot, even if I eventually found the small number of skills in the game somewhat limiting.

I dabbled in other skill-based systems in my gaming (Top Secret/SI for one) but it wasn't until 1987 and the release of the Star Wars RPG that I found one that I really loved. With this system, you could build whatever kind of character you wanted to. You weren't limited at all by any one particular focus. You could have a thief who could fight, a tech who was also a Force user or even a jack-of-all-trades. The sky was the limit. And if your tastes for a character changed, you could even take an established character and (with experience) change them into something new by spending points on different skills. Everyone in my campaign was like this to some extent or another. Arianne was a Pilot and a Jedi and a Spy—mixing skills from all those categories. Harry Hugganut started off as a street-punk, with thiefy and con-man type skills, but quickly became a gunman and a gambler and then turned his interest towards medicine. Adren was a smuggler and a Jedi and a swoop racer. Oman was a Bounty-Hunter who wound up adding some political skills into the mix when he became ruler of Mandalore. 

To me, this 'lack of definition' of class was liberating. It felt more 'real' to me. Just as in real-life I would not define myself by one thing. I am not a '7th level art director' or '8th level gamer' or 20th level star wars fan'. I am all those things and more.

The latest iteration of the d20 system tries to address some of this, both by incorporating a skill system and by allowing multi-classing. But to me, it feels awkward. If you're going to allow multi-classing and crossover skills and all that, why would you even NEED a Class system? It just seems like a holdover used for almost nostalgic reasons (i.e. people expect classes in a D&D system, so we're going to give them classes). I would prefer they chose one system or the other, rather than trying to do both. It's like Mr. Miyagi said (and I'm paraphrasing): You skill system do yes, is good. You skill system do no, is good. You skill system do 'hybrid'? SQUISH, just like grape.

So in closing, I would like to continue with just another highly subjective thing: I love Jacks-of-all-trades. I like characters who have something to contribute in a wide variety of areas. My own characters are like this and I appreciate it when players in my campaign broaden their horizons, too. It's a good way to make sure that no matter what the situation, odds are your guy is going to have something to do, even if it is just supporting the others in the party. Star Wars is the ultimate example of this—everyone can at least ATTEMPT pretty much any of the 'basic' skills out there. I have to look no further than my own campaign for a good example of this—when Bob the Tusken Jedi suddenly found himself the only person able to land the ship he was on (I forget what drastic reasons there were for this, but it did happen). As he positioned himself behind the controls, he uttered his famous quote: "How hard can it be to land ship. Planet large. Ship small." True dat, Bob. True dat.

Friday, July 24, 2009

Jedi and Game Balance

I've talked before about this subject (here). But as it seems to be one of the most commonly stated 'problems' that people have with the D6 system, it bears going over other aspects of it. As I've already pointed out how Jedi are not (in fact) invincible (see the previous link), I'm going to talk about some of the other systems that helped me keep them balanced—some of which are inherent to the D6 system, others of which I implemented myself due to my own philosophies about the game.

DOUBLE EXPERIENCE COST
This is the great equalizer built into the game. Without a master, a Force using character must spend twice as much experience raising Force skills as they do raising other skills. This ensures a very slow advancement in abilities—especially if the player tries to balance raising 'regular' skills along with Force skills. In the early stages of my campaign, we had two main Force users. Arianne's skills grew slowly, as her player wanted to keep her balanced (and relevant) in non-force areas (namely piloting and command). Bob the Tusken was definitely the more Force-centered of the two, spending almost ALL his points on Force related stuff. However, this severely limited him in other areas (But then, that was kind of the charm of Bob as a 'primitive' among the group). So there's balancing factor number one: experience point cost and the need to keep balanced with regular skills or risk becoming a 'one trick pony'. 

RESTRICTION OF FORCE POWERS
Though this is one thing I never really used in my campaign, it is still a valid method of controlling how powerful force users can get. Though there are three force skills (Control, Sense and Alter), there are numerous powers that must be learned in order to make use of them. These powers include such things as telekinesis, enhance senses, etc.. Since most campaigns do not have Force masters actively instructing a character, the GM can pretty much pick and choose which powers a Force user gets and when they get them. Thus, if you don't like a power, you can choose not to let a character learn it. With the level of trust I had in my players, however, I only had to exercise this option once—and that was with a 'new' force power introduced in the Zahn Trilogy. In actual game play it turned out to be too powerful, so I had to invoke my GM power to nix it. (For the curious, this 'banned' Force power was Enhanced Coordination).

THE SKYWALKER RULE
This is something I implemented as a house rule when the characters started to get higher-level Force skills (climbing into the 5-6D range). Since I love the original trilogy so much, I made up my mind early on not to dilute the emphasis of Luke's 'heroes journey'. He was the son of the 'chosen one'—and the one destined to bring about the end of the Empire and the rebirth of the Jedi Order. It just would not feel right to me if, by the time that destiny began to roll around, he was totally outclassed by the PC Jedi in my campaign. I felt (and still feel) that having PCs who were better than Luke would diminish the overall story of the saga. Therefore, I let my players know up front that there would be a completely arbitrary Force skill limit set by me that they could not pass: they could not raise their Force skills any higher than 1D less than whatever Luke's Force skills were at the time. Thus, if Luke's Control skill was 'currently' 7D, they could have a maximum of 6D in their Control skill. Period. End of story. Oh sure, there were a few gripes and groans, but that was just how it was in my campaign.

PARRYING AND DODGING
This was a small house rule that wound up having a big effect on how the Jedi handled themselves in battle. I actually touched on this in my post about dodging, but I'll elaborate here. As the Jedi in my campaign began to get more adept at using lightsabers in combat, they (unsurprisingly) tried to use them more and more. Often they would charge down a hall, parrying (or dodging) as they went—closing the distance with their enemies to hand-to-hand where they are VERY deadly. That quickly began to irk me, as it just didn't seem real or fair that they could charge right into the TEETH of a barrage, and still get their full defensive bonus. Therefore, I simply decreed that you cannot do that—at least not at full speed. You can zig-zag your way by dodging or advance slowly if parrying, but you can't go full speed. This meant that it took a while to close with an enemy—meaning that charging straight in wasn't ALWAYS the best plan. 

PARTY BALANCE AND DYNAMICS
This is the most crucial (and most elusive) way to ensure that Jedi do not unbalance a campaign or steal the show. And I will admit that it is the one I have to struggle with a lot. The argument I see leveled against D6 Force users most often is that they are show stealers. That at high level, they become the only focus of attention and everyone else in the group is just there to 'mop up' after they're done. If not handled correctly, this could easily be the case. 

In the second year of the Vermillion campaign this situation began to develop. At this point, some of the other players called it (good naturedly) the 'Arianne and Bob' show (after the two main Jedi in the group). More often than not, a lot of the action centered around these two. But thinking back on it now, I am not entirely convinced that was because they were Jedi. In fact, I think it was because they were the two most experienced players in the game. Steve and Martin were both several years older than myself and most of the rest of the players. As such, they were quite good at (consciously or subconsciously) guiding the story back to their characters. They were (and are) both very forceful personalities as well—ensuring that a young GM like myself gave their 'squeaky wheels' the grease. Don't get me wrong, though—neither of them were complainers, they were just a lot more vocal and confident in their actions.

On the flip-side, the rest of the players had a bit less experience, and thus were willing (at first) to defer to the more experienced guys. As Steve2 said to me recently: "At the time, I wouldn't have been able to lead the party, anyway—I wouldn't have known what to do in most cases." This was both good and bad. Good because Steve and Martin did have a lot to teach in the way of roleplaying. But bad because all players, no matter how well meaning (and I include myself in this) are ultimately selfish. Players ENJOY having their characters in the spotlight (I know I do). I can't fault anyone for this, but it does mean that you don't always go out of your way to make room for other players. 

As a relatively new GM (this was what I consider my first REAL campaign) I had never really had to deal with party dynamics before, so it took me a while to recognize and react to the problem. It was the 'Rogue Squadron' incident that really tipped me off to it. Luckily, I feel that I got to it before it got out of hand. What I realized was that it is the GM's DUTY to try and make sure everyone has a moment in the spotlight.

Again, I don't think that the spotlight was, in this case, stolen because Arianne and Bob were Jedi. Rather, they stole it as players and just happened to have Jedi as characters. HOWEVER, there is still an important lesson here to GMs. People who do, through the powers of their Force users, try to 'steal the show' can best be kept in check by a watchful GM who makes sure not everything can be solved by a Lightsaber or Telekinetic push.

TEAMWORK
And finally, I should point out something that my players have discovered through play—that no matter how powerful your character, they are ALWAYS more powerful when working WITH someone else. In the case of Jedi, they have plenty of weaknesses and drawbacks when fighting alone or alongside other Jedi—lack of a real ranged attack is glaring among these. Likewise a skilled gunman working with a Jedi intercepting shots aimed at their duo can lay down a deadly barrage without having to worry about dodging (in fact, Padme and Anakin kind of demonstrated this at the end of Attack of the Clones). When the whole team is working together...that's when the 'unbeatable' thing starts to come into play, but to me as a GM, that's a thing of beauty. I remember one instance of this during the Vermillion campaign—when the PCs worked together to take out their rival party of 'Evil Heroes'. Holy crap. Gunmen laying down covering fire. Jedi working their way in close. It was awesome.

CLOSING
So, there you have it. I feel that there ARE tools within the D6 system to ensure that Force users are balanced. But I also feel that the GM and his handling of the players is probably the most single important aspect of that balance. I would much rather have the responsibility of doing that rather than having a game system that did so through 'watering down' Force abilities—which are SUPPOSED to be amazing and fantastical.

Racial Profiling


In a game that includes Aliens it is sometimes easy to fall into the trap of making every individual conform to the 'stereotype' of its race. Thus, all Wookiees are noble savages with a knack for fixing technology. All Quarren are treacherous bastards. All Mon Calamari are dignified, honorable and dedicated to a cause. All Bothans are sneaky, backstabbing jerks. All Sandpeople are violent barbarians who are easily startled, but return—and in greater numbers, etc..

For a GM, with so much to remember and be in charge of, these stereotypes are an easy kind of short-hand to use to describe a character. Players also seem comfortable with accepting these things—knowing what they can expect from any particular NPC based on race. But while this is a natural inclination, it is also rather silly—especially when you consider how widely different human beings can be in their personalities, behaviors and outlooks. 

Much of the RPG (and indeed of the movies, novels and video games) only further reinforce stereotypes. Just look at Zaalbar the Wookiee from Knights of the Old Republic. So he was a bit more 'barbaric' than Chewbacca, but he was still honorable and loyal—and even had a 'life debt' to keep him in the group (just like in Chewie's background). In the adventure module 'Strike Force Shantipole', the Quarren character Salin Glek turns out to be a traitor—which exactly mirrors the RPG's background on the race actually betraying the Calamari to the Empire.

As a GM, it has been fun for me to throw a wrench in this particular trend from time to time, and I would encourage other GMs to do the same. One of the instances I remember most sharply was in the mini-campaign to liberate Mandalore. There, a Bothan (Nef Yahn) was assigned to Rick Oman's team to serve as a clerk/supply officer/overseer for the Republic. Having just read the Timothy Zahn 'Heir to the Empire' trilogy, my players were bristling at the very THOUGHT of one of these Jerks being involved in their endeavors. Before he even arrived on the scene, Nef was demonized—all set up to be the annoying villain of the adventure. And then...he turned out to be quiet, competent and helpful. This... totally threw the players for a loop. Very quickly, opinion on the guy turned around and with just that little twist Nef became a lot more memorable than just a 'generic' NPC would have been.

Other instances of this in my campaign came with an almost 'Femme Fatale' female Wookiee who was a freelance bounty-hunter and adventurer. I'm sad to say I never got to develop her too far, as she was brought in as a 'love interest' for our Wookiee PC, but that character got retired before anything major got developed. She was strong, but lithe and agile—and had a distinctly mercenary attitude that was NOT very wookiee-like.

One of the game modules actually had a nice example of this, too. In 'Death In the Undercity', the characters encounter a Quarren street punk. Though at first seeming to be as shady and untrustworthy as his race was known to be (at least in the RPG), the punk turned out to be an okay guy.

So in short, its easy to take the easy route and make all aliens conform, but in turning that around, its a great tool for a GM to use to keep the players on their toes—and even to confront a bit of in-character 'bigotry' (if you're in to moral dilemmas and the like). 

We're going to need more dice...


One of the most consistent complaints I see about the D6 system (my favorite Star Wars system, in case you haven't heard) is that the rolling and counting of dice (especially at high levels) slows the game down. As much of a champion as I am for this game system...I find myself unable to argue that point. When you're talking beginning players, with 4-6D skills, well, then its simple as can  be. But when a campaign progresses to the level mine is at (with 8-10D skills) then things start to slow down. And when you throw in Force points (which make that 16-20D skills) you're going to spending quite a bit of game time tallying up rolls. 

For a game based on the speed and fluidity of its combat system, any factor that slows things down is a problem. In table-top situations, I've found that you just have to 'suck it up' and slow down to count the rolls. And even so, it is at least on-par with other game systems speed wise (especially with the more complex 4th Ed d20 system). 

What has been the saving grace for me in recent games, however, is man's best friend—the computer. The wide availability of free dice-rolling programs has essentially made the dice-counting lag disappear. Of course, that all depends on having a computer around when you game. When I'm at home, that's no problem. In fact, the wireless system in my house ensures that my players (Sharon and Philip) can use their own computers, both for dice rolling and for keeping their character sheets. Now, I just finally need to get that laptop and I'm all set for 'on the road' gaming...

Oh, and on a side-note, our gaming group has an in-joke when it comes to dice rolling. It comes from one of our players (Doyce, forgive me) one time being caught 'fudging' his dice roll. He was in the midst of counting up his dice when one of the other players (Rick) noticed an odd thing. Strangely enough, as Doyce was counting, several of the dice changed from lower numbers to sixes. Rick (being Rick) loudly (and amusedly) confronted Doyce on this strange occurrence by asking: "Hey! Doyce! What are you doing!?" Doyce ahemed and replied. "I'm.. counting." Rick (again loudly) commented. "Really? That's how you count? Turning them all to sixes?" Doyce responded with an explanation of this particular method of turning dice 'he had already counted' to sixes, so he'd know not to count them again. Nobody bought that, of course. We still don't. But then, it wasn't an everyday thing in my campaign, so it was well worth a laugh at the time (and indeed it still is most times we get together to play).