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New GM - what edition, your thoughts?
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Anomander
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PostPosted: Mon Jan 27, 2025 12:45 pm    Post subject: New GM - what edition, your thoughts? Reply with quote

Folks

I’m brand new to GM’ing but have a fair about of experience as a player

We are currently playing through WFRP Power behind the Throne campaign so I still have some time before I take the hot seat

My question is - what edition do you folks use - 1st, 2nd or 2nd revised and what would you suggest for a new GM to run with

I have have read and watched some conflicting opinions on which one is the ‘best’

I intend to use some of the story modules and weave it into my own story, the timeline is going to be set between Episode 4 and 5 with my players being a rebel strike team, hoping to nod to places/people

A
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FVBonura
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PostPosted: Mon Jan 27, 2025 2:31 pm    Post subject: Reply with quote

There is no such thing as best. Every game master has a different style and different approaches and methods of playing. You need to figure out what you like and what you don’t like and then build your game around that.

For the most part I use revised and expanded but inject a large amount of D6 space and D6 spaceships into my campaign. I also use rules from other role-playing games that serve my purpose such as FATE/FUDGE.

I do recommend you read the Star Wars novels from the 70s 80s and 90s. Either pick up used paperbacks or you can listen to independent readers who read them on YouTube. Learn your galaxy, having a treasure chest full of story ideas is far more important than what rule system you’re going to use to tell those stories.
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Antilles
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PostPosted: Mon Jan 27, 2025 2:39 pm    Post subject: Reply with quote

Hi!

I would recommend you to use 2nd Revised & Expanded or 1st edition. (I personally would go directly for 2Ed.R&E). From there, when you feel confortable, I would go for REUP (which has great optional rules and complements. REUP can be, at first overwhelming, but it is based essentially on 2Ed.R&E).

I definitely would avoid 2nd Ed. because it seems to make things more complicated. But feel free to compare editions (or mixing their rulesets while playing).

Hope I have helped you
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garhkal
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PostPosted: Mon Jan 27, 2025 4:06 pm    Post subject: Reply with quote

It also depends on whether one wants the ease of how 1st edition was, vs the additional mechanics 2e added to the game (such as wild dice and such).
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raithyn
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PostPosted: Mon Jan 27, 2025 5:28 pm    Post subject: Reply with quote

garhkal wrote:
It also depends on whether one wants the ease of how 1st edition was, vs the additional mechanics 2e added to the game (such as wild dice and such).


I fully agree with garhkal. 1e is wonderfully simple but leaves a lot for the GM to adjucate. 2e has a rule for almost every question your group will think to ask through at least your first campaign. opedD6 provides even more fiddly bits. HyperspaceD6 shaves everything to the bone.

If recommend you run a one shot with 1e (simple skill list, no wild die, multiplier-based combat tables) then run a one shot with 2e/re/REUP (specializations, wild die, step-based combat tables). You'll know which parts you want to pull from each pretty quickly.

Personally, I run a lot of open table one shots so I take mostly the simpler route but also include the wild die because it's fun.
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Anomander
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PostPosted: Mon Jan 27, 2025 5:50 pm    Post subject: Reply with quote

Thanks folks for the inputs, appreciate them

Will have a good read through both.

Such good memories of first edition
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ThrorII
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PostPosted: Mon Jan 27, 2025 7:39 pm    Post subject: Reply with quote

So we use 1st Edition, but we have incorporated set target numbers to hit, instead of reaction rolls, from MiniSix BareBones.

So we no longer roll seperately for Dodge, Parry, Strength v Damage, etc.

It makes a much faster and more cinematic game for us.
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Whill
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PostPosted: Sun Feb 02, 2025 2:59 pm    Post subject: Re: New GM - what edition, your thoughts? Reply with quote

WEG Star Wars D6 Editions

The Round, in all editions

R&E is the overwhelming favorite version among polled GMs.

When taking each option as a whole, I would agree with that for multiple reasons, but especially because of the combat round. With each sub-edition, the combat round evolved until they finally got it right in R&E. It is actually more simple than the 1e core rules. I'm convinced that if they had thought of that way of doing it back then, they would have.

I submit for your consideration that you are not bound by any sub-edition 'all or nothing'. Take the parts you like from each.
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Antilles
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PostPosted: Mon Feb 03, 2025 6:41 pm    Post subject: Re: New GM - what edition, your thoughts? Reply with quote

Whill wrote:
Take the parts you like from each.


This is a great advice. It makes easier everything. I usually take things from here and there and see if it works. When they don't, I simply change them.

Very Happy
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jtanzer
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PostPosted: Thu Feb 06, 2025 8:14 am    Post subject: Reply with quote

I'd like to see more explicit structures. Namely, directly integrating GG6 trade mechanics, a way to move the action from ship to planet (i.e. patrons), a sector generation method, and random encounter generation. The lack of such structures is one of my biggest gripes with WEG Star Wars, and, in my opinion, is what holds the game back.
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FVBonura
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PostPosted: Sat Feb 15, 2025 10:10 am    Post subject: Reply with quote

jtanzer wrote:
I'd like to see more explicit structures. Namely, directly integrating GG6 trade mechanics, a way to move the action from ship to planet (i.e. patrons), a sector generation method, and random encounter generation. The lack of such structures is one of my biggest gripes with WEG Star Wars, and, in my opinion, is what holds the game back.

Much of this can be done with spreadsheets. I agree it would be nice to automate speculative trade on a spreadsheet but my players have a few established customers and the change in prices are small.

Can you please elaborate on "a way to move the action from ship to planet (i.e. patrons)", I don't understand?

I have an "Encounters in Space" spreadsheet for hyperspace travel. It does provide some random color during interstellar travel. I am working on a "Starport Encounters" spreadsheet. but its a bear growing in scope to the point of insanity. Very Happy
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jtanzer
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PostPosted: Sat Feb 15, 2025 10:59 am    Post subject: Reply with quote

FVBonura wrote:
jtanzer wrote:
I'd like to see more explicit structures. Namely, directly integrating GG6 trade mechanics, a way to move the action from ship to planet (i.e. patrons), a sector generation method, and random encounter generation. The lack of such structures is one of my biggest gripes with WEG Star Wars, and, in my opinion, is what holds the game back.

Much of this can be done with spreadsheets. I agree it would be nice to automate speculative trade on a spreadsheet but my players have a few established customers and the change in prices are small.

Can you please elaborate on "a way to move the action from ship to planet (i.e. patrons)", I don't understand?

I have an "Encounters in Space" spreadsheet for hyperspace travel. It does provide some random color during interstellar travel. I am working on a "Starport Encounters" spreadsheet. but its a bear growing in scope to the point of insanity. Very Happy


Long version short, in Traveller, Patrons exist to move players off the ship - and therefore from the sector/sub-sector 'hexcrawl' and onto the planet, i.e. the location/dungeon layer. From there, it's a relatively trivial matter to move from location to combat.

SW doesn't really have an organic way of doing that. It seems that the designers didn't really have a coherent concept of what they wanted to do, and as a result defaulted to the railroad. This resulted in the under-developed or complete lack of supporting structures.
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pakman
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PostPosted: Sat Feb 15, 2025 6:07 pm    Post subject: Re: New GM - what edition, your thoughts? Reply with quote

New GM - what edition, your thoughts?


My group plays a heavily modified R&E - strongly influenced from both earlier editions (simplicity) and later games, both d6 and others.

We felt it was more evolved than previous editions and while far from perfect (there are tons of house rules posts on here) - with some of our house rulese - it makes the best edition for us.

We had so many changes, I foolishly just made new book.
While it is 2.5 at its core - I call it extended edition. Smile


Whill wrote:

I submit for your consideration that you are not bound by any sub-edition 'all or nothing'. Take the parts you like from each.


This - a thousand times this.

jtanzer wrote:
I'd like to see more explicit structures. Namely, directly integrating GG6 trade mechanics, a way to move the action from ship to planet (i.e. patrons), a sector generation method, and random encounter generation. The lack of such structures is one of my biggest gripes with WEG Star Wars, and, in my opinion, is what holds the game back.


I can see some of these - like random encounter generation etc. But honestly - if you look at the majority of house rules around here - I think there are a lot more relevant things to gameplay than a sector generator?

I mean - this would not even hit my top 10 gaps for house rules.

From Hyperlane to Encounter..
Ok...and the way to move from galaxy map to planet....

Going to disagree with this - but maybe it is just a matter of playstyle.

Example of play:

Players: "We need to head from the minos cluster to Corellia".
GM: looks at maps and decides if wanting a side encounter.
"that will be a series of jumps - of DC X for the first one".

(a bit of play later, after dealing with a customs patrol near Eriadu).

Players: "Corellia, finally - anything on the mesop?"
GM: "Yeah, some lockdown near the city you wanted to go to...something about imperial security and insurgent activity..."
Players" Ok, lets get clearnce to land the next region over..."

Some Bureccuracy and Presuasian rolls...

GM: "Ok, told to land at pad 294-b"....

Then switching to more detailed if there is an encounter at the starport, if not - then next is finding a local contact for info on the rebel activity.

I don't understand how this is difficult, and needs stratified mechanics or patrons....

However - since maybe some gm's might have the lack of this being called out impacting their ability to run a game - I am going to put an example in my GM section of my rules on this transition.

I already have a section on narrative - to scenes to rounds - but maybe a hyperlane to cantina would be useful?
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jtanzer
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PostPosted: Sun Feb 16, 2025 4:25 am    Post subject: Re: New GM - what edition, your thoughts? Reply with quote

There's a lot to unpack here, and I think it deserves it's own thread. I'm also not sure that there's enough characters available to go over everything in one post, and I'm not confident I can get it all done in a single night since I work a 2-2-3 12hr night shift schedule, in addition to my school work. I will, however save your post in a file so I can work on it as time allows.
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jtanzer
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PostPosted: Sat Feb 22, 2025 4:36 am    Post subject: Reply with quote

I know this is a little late, however pakman said something interesting.
pakman wrote:
I think there are a lot more relevant things to gameplay than a sector generator?

I mean - this would not even hit my top 10 gaps for house rules.

I'm curious as to what your top 10 gaps for house rules are. I know you mentioned random encounter generation was something you are interested in, however you didn't give any specifics otherwise. Would you care to elaborate on your desires?

Actually, if everyone can send me a PM with your top 10 house rule needs, that would be even better.
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