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Structures and procedures matter: Comments Thread
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jtanzer
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PostPosted: Sat Mar 29, 2025 8:48 am    Post subject: Structures and procedures matter: Comments Thread Reply with quote

Please post your comments and discussions here. I'll try to answer when I can.

Edit: I was asked to put a link to the original thread in here so people can find it easier.
So here it is.
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PostPosted: Sat Mar 29, 2025 12:14 pm    Post subject: Reply with quote

I think you're raising a fascinating aspect of Gamemastering that I haven't put much thought into, the procedural GM component.

I'm wondering if WEG wasn't right on their own grounds, and also wrong on the grounds that you lay out. GMing is a set of evolving skill sets that develop in the context of the game and social contexts in which those games exist.

I would say that fundamentally you are correct that there is a "good ol' boys club" when it comes to GMing. While companies sell books hoping new communities will buy them to expand their reach, most roleplaying happens as a part of social zeitgeist. I learned how to play and later learned to GM because someone who played enough to want to GM and he invited me and my friends to a table. My play style evolved from his experiences and insights that he made overt. I inherited some of his mistakes that I needed to unlearn.

It sounds like procedural components of a dungeon were included in the first gen of GMing pedagogy, but (and I'm taking WEG's word for it here) maybe not "how to establish the scene," or "How to make a dialog feel like it belongs in setting." WEG's instruction is entirely lacking in things that are part of the current social dialog of games in terms of recognizing emotional bleed, incorporation of safety mechanisms, what to cover in session zero, etc.

I think you're right about something that was a learned skill became obvious. Once obvious it is not part of the explicit pedagogy and only exists as unwritten rules meant to be discerned and replicated. That discernment and replications process would be challenging for those not brought up in the same pool of knowledge.
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FVBonura
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PostPosted: Sat Mar 29, 2025 6:00 pm    Post subject: Reply with quote

I’m glad you brought this topic up because I have tried to reverse engineer my own 40 years of experience as a game master. Suffice to say it might behoove a new game master to read the first edition of the dungeon Masters guide to see where many of our traditions come from. I agree that many of the methods that I use come from first edition Advanced Dungeons & Dragons and I actually still consult the first edition dungeon Masters guide for certain solutions that simply don’t exist in newer RPG‘s. I will be watching this thread closely I have much to contribute but this is my first thought on the subject.
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cheshire
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PostPosted: Sat Mar 29, 2025 7:33 pm    Post subject: Reply with quote

FVBonura wrote:
I agree that many of the methods that I use come from first edition Advanced Dungeons & Dragons and I actually still consult the first edition dungeon Masters guide for certain solutions that simply don’t exist in newer RPG‘s.


Could you give some examples of advice or solutions that don't exist elsewhere?
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FVBonura
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PostPosted: Sat Mar 29, 2025 10:18 pm    Post subject: Reply with quote

cheshire wrote:
Could you give some examples of advice or solutions that don't exist elsewhere?

- Character age, aging, disease, and death
- Conducting the game (step-by-step procedures)
- Handling troublesome players
- Integration of experienced or new players into an existing campaign
- Multiple characters for a single player
- Treasure (random determination)
- Creation of wandering monster charts
- Random terrain generation on a grid or hex map
- Dungeon dressing (random determination)
- Inspirational and educational reading
- Encumbrance of standard items

Those are the most useful to help a GM with the SWRPG but there are other collateral appendices with sage advice from The Father of Roleplaying, the late great Gary Gygax. The tome is a old friend, from 1979, I consult regularly.
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FVBonura
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PostPosted: Sat Mar 29, 2025 10:25 pm    Post subject: Reply with quote

I did most of my learning by playing and studying other DMs/GMs. My advice to all of you, find the oldest curmudgeon who is DM/GM and try to join his game. My youngest player is in his 30's and I am very much cognizant he is learning from me. When I played his game, I made suggestions based on what he learned from my game. Very rewarding to see a young disciple grow as a GM.
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raithyn
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PostPosted: Sun Mar 30, 2025 10:52 pm    Post subject: Reply with quote

I think my foremost comment would have to be an echo of your conclusion:

jtanzer wrote:
System Matters.


We probably mean different things by that though. I tend to hate overly procedural rules. That's part of why I love SWD6. To date, Paranoia Red Box has the best GM instructions I've seen (and I read a lot of the same books and blogs you usually reference). The ethos of Paranoia is basically an anti-dungeon-crawl game. Here's how I would sum that up:

• The goal of the game is to have fun.
• All players, including the GM as a player, must respect each other and their boundaries.
• Do the thing that's cool. Don't wait--do not it now.
• Build a coherent narrative. ("The fiction" for PbtA fans.)
• The rules are made up and the dice don't matter. That is, roll dice because that's exciting but don't ascribe them authorial intent. The players are ultimately in charge. In Paranoia, that's really just the GM. In other games power can be shared in many ways. That should 100% be made explicit for the game.

A rulebook with more than two or three items from FVBonura's list is usually not something I am interested in running:

FVBonura wrote:
- Character age, aging, disease, and death
- Conducting the game (step-by-step procedures)
- Handling troublesome players
- Integration of experienced or new players into an existing campaign
- Multiple characters for a single player
- Treasure (random determination)
- Creation of wandering monster charts
- Random terrain generation on a grid or hex map
- Dungeon dressing (random determination)
- Inspirational and educational reading
- Encumbrance of standard items


That's not in any way to say "your fun is wrong." It's not. I fully support any attempt to build procedures for SWD6 by/for anyone who needs them. My point is that procedural-based play is one playstyle for TTRPGs even for teaching new GMs. My preferred style is to focus on narrative experiences rather than simulation experiences. (This is also not an argument for GNS theory. I find that framework highly reductive.) The looseness of the first edition WEG rules is exactly what hooked me. I enjoyed the one-sided conversation that the WEG authors were clearly having with the TSR creators of the time and tend to agree with their assessments of what I personally needed to learn in order to run SWD6 for the first time.

The organization of the first edition rules is another issue entirely. It took so long for me to understand how lightsaber combat and Force skills were supposed to work with the number of pages I had to jump between to understand the procedures the authors tried to communicate. For loose rules to be effective, they must be concise.

Again, this isn't to disagree with anything you wrote. Procedures can be nice, especially for new GMs. You're statement about a "boys club" is also well taken and almost inevitable for a game over a decade old. Even D&D 5e has it even though almost no two tables play with exactly the same rules! It's just to share a viewpoint from someone who started GMing with D&D 5e with no real experienced GM to follow (but several friends who were all learning with me) and has always gravitated to rules-lite and narrative-first games over OSR-style procedural-heavy games.

FVBonura wrote:
I did most of my learning by playing and studying other DMs/GMs. My advice to all of you, find the oldest curmudgeon who is DM/GM and try to join his game. My youngest player is in his 30's and I am very much cognizant he is learning from me. When I played his game, I made suggestions based on what he learned from my game. Very rewarding to see a young disciple grow as a GM.


I fully echo this sentiment and would build on it to say that it's healthy to have a plethora of GMs with completely different styles. I highly recommend Matt Colville's latest video about exactly that: https://www.youtube.com/watch?v=p-o1hxU59nY
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PostPosted: Mon Mar 31, 2025 7:50 am    Post subject: Reply with quote

Like all things it’s a delicate balancing act. It often takes decades to master the skills and feel comfortable behind the shield. In the meantime, younger game masters are going to need some training wheels. Even I have moments where I can’t think of anything to do and it is nice to have a random chart to fall back on to plant a new seed to keep the story moving. Usually the players will come up with something, but there are flat spots where the game stalls and there needs to be an injection of some random seed to restore momentum. I find the Star Wars role-playing game has this one weakness. If all the ducks land in a row, it is very easy to maintain “faster more intense” but at the very least ideas, often generated by automated spreadsheets, need to be kept in reserve to prevent player boredom.
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PostPosted: Mon Mar 31, 2025 6:08 pm    Post subject: Reply with quote

jtanzer I read everything from the Alexandrian as well as your comments. OK I’ve been at this since 1982, and a lot of it I’ve had to learn the hard way. I agree we need to make it easier for new game masters to learn the craft. If we don’t we risk going extinct and that is unacceptable. You have clearly and concisely outlined the problem. What do you propose to solve the problem? I really want to help but I’d like to see what your plans are before we proceed.
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pakman
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PostPosted: Mon Mar 31, 2025 10:25 pm    Post subject: Reply with quote

TLDR VERSION: I don't think we need a ruleset to duplicate how to be a GM beyond any system specifics, as there is an almost infinite amount of resources available today on being a GM.

This comment thread

First off - I would suggest putting a link to the main post - in the first entry in the comment post - as over time - the main post will fall in the dated listing of threads.

The Main Post
If I read the post correctly it is ;

Some games do, and some games do not teach a GM (or players) how to play and run a game. GM's with experience have a big advantage

Sure fair enough. Today - with modern resources - I don't feel that is as big a deal as it once was.

So - I am not clear on the purpose of the main post?
is just to start a topic on "how to be a better SWGM?" or a functional commentary on what should or should not be in a rules set?


Back to the comments thread

I think there are some interesting topics - such as the idea of "procedural how to GM" and then the "missing solutions".

Ironically, as I am in the final stages of my own massive house rules overhaul (making a full new rulebook, instead of just changes - like an idiot...) I have given a lot of thought on some of these topics.

After much thought - I have decided to NOT include content around "how to game master" procedural step by step or other.

Why? Because there are literally hundreds if not thousands of already high quality blog posts, forums comments and youtube videos on this exact topic.

Here are some of the topics I DO think should be in a star wars ruleset.
(or at least a few in the theme of this comment thread).

* Star wars session zero - settings, time periods, canon and more.
* Game "flavor" - gritty insurgents, bold daring heroes, or fringe outlaws etc. (all need to be in the same game).
* Campaign duration and pacing (ties into advancement).
* Character death options
* how strict is are the dark side balancing mechanisms
* adding new characters into an existing campaign
* Character power levels and balancing encounters
* How to do random encounters
* Rewards, loot, resources and reputation.
* etc.

I am also think on making it "star wars" and more specifically about keeping it cinematic (not getting bogged down in details) is good for a SWRPG.

Other similar topics, but part of other rules -
* character starting age affects (I mean - unless playing a REALLY long game)
* Yes, you should have simple encumbrance rules.
* converting adventures from other systems.
* Suggestions for remote and online play.

But to be clear...
Besides of hundreds of videos, forums etc. over the years, I too have read my old DM's guide - and do have to agree - that huge old book with the tiny text (a lot more tiny these days....) had a treasure trove of information - that a lot of more modern game systems don't seem to have (or as completely).

While I can see the value in such - I don't think in this day and age it needs to be in every ruleset - beyond system specifics.

Interesting posts - and did remind me to put in suggestions about characters of extreme age (i.e. where it could matter to stats) in character creation.

Be well my friends, and may the wild die be with you.
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PostPosted: Tue Apr 01, 2025 8:21 pm    Post subject: Re: Structures and procedures matter: Comments Thread Reply with quote

jtanzer wrote:
Please post your comments and discussions here. I'll try to answer when I can.

You should edit a link into this thread's OP to the thread this is a comment thread for, for people that find this thread first.
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PostPosted: Wed Apr 02, 2025 2:59 am    Post subject: Re: Structures and procedures matter Reply with quote

jtanzer wrote:
Please keep this thread clear of comments as I'll be posting here. Instead, post your comments, questions, and disscusions to this thread.

OK, for now, we'll try this.

Justin Alexander wrote:
To be perfectly clear here: I’m not saying that you need the exact structure for dungeon crawling found in OD&D. That would be silly. But the core, fundamental structure of a location-crawl is not only an essential component for D&D; it’s really fundamental to virtually ALL roleplaying games.

From what you have quoted here, I disagree with him that location-crawl procedures are fundamental to virtually all games (or specifically Star Wars).

1E Core Rules wrote:
The first generation of roleplaying games didn’t provide any hints on how to gamemaster, and everyone managed to puzzle it out anyway.

You are taking one general sentence of the 1e core book out of context and comparing it to one detailed procedure in one specific older game to present your case that... I'm not sure what your goal is here.

While I don't agree with the absoluteness of the quoted statement, I think you are missing some key context for the premise of your criticism. They were talking about all the general advice for running roleplaying games, like the "Eight Useful Thing to Remember About Gamemastering" that quoted text is under. Detailed procedures for running dungeon crawls isn't advice for running a roleplaying game in general, and dungeon crawl procedures are hardly applicable to Star Wars.

Star Wars with a lot of dungeon crawls sounds like a disgusting betrayal of the spirit of the Star Wars game and films to me. If you put dungeon crawls in your Star Wars game and your group likes that then great for you, but it is hardly a deficiency of the published game to not have detailed dungeon crawl procedures.

Star Wars is a different game with different goals than D&D. Star Wars 1e was intentionally designed to be a rules light adventure game that focused on characters and story. The designers felt that looking up charts and procedures flew in the face of cinematic adventure, so they wanted it to have only enough structure for GMs to be able to wing it to keep the action moving. I'll agree that they weren't totally successful. The bantha in the room: "initiativeless combat". They were so committed to the concept that they failed to realize (or stubbornly refused to admit) that the system they came up with isn't actually any easier. (But the good news is that the combat round eventually evolved to something easier and better.)

You seem to be saying that the lack of detailed procedures for running Star Wars was not good for new GMs. But it was made with new GMs in mind, so they wouldn't have to spend so much time learning a new set of rules. They just have to embrace the concept of skill vs. difficulty and can dive right in. (The game system became more detailed in subsequent editions.) This "gripe" of yours seems to be less about WEG Star Wars' new GM friendliness in general and more about the specific type of GM you are, one that needs everything spelled out for you. Not all new GMs need that.

In my childhood when I was new to WEG Star Wars, I found it to be a breath of fresh air to not have all these procedures and charts in an overly crunchy game system. After playing the early editions of D&D, I found the new WEG Star Wars much easier to first get into. And I don't feel my pre-existing knowledge of how to run dungeon crawls made Star Wars any easier. Some of my players in my high school SW campaigns were first-time roleplayers who later went on you play and GM D&D and other games, and they always reported back to me that they found learning the other games harder than learning WEG Star Wars was.

I will concede that WEG Star Wars as originally published may not have been sufficient for GMs that don't feel confident enough in their ability to make judgments and wing it. But again, that phenomena does not only occur with new GMs.

Justin Alexander wrote:
...This is encouraged by the fact that the RPG hobby is permeated by the same meme that rules are disposable, with statements like:
• “You should just fudge the results!”
• “Ignore the rules if you need to!”...

People who are ostensibly designing robust rules for other people to use, but in whom the response to “just fudge around it” has become so ingrained that they do it while playtesting their own games instead of recognizing mechanical failures and structural shortcomings and figuring out how to fix them.

So the RPG industry in general has house-ruling and fudging guidance because rules aren't important because all us old timers have the general RPG "metagame" in our heads that we are really playing? Or are they there to hide mechanical shortcomings in the systems of lazy game designers? I can't speak with expertise on most games, but this is not the case with Star Wars. Those clauses are there because rules-lawyering was already a known phenomena in roleplaying, and rules shouldn't ever stand in the way of having fun. (And this "bucket of dice" game has more randomness in it than a lot of games, so fudging has a place if rare and evenly sided.)

Justin Alexander wrote:
A widespread culture of kitbashing, of course, is not inherently problematic. It’s a rich and important tradition in the RPG hobby. But it does get a little weird when people start radically houseruling a system before they’ve even played it… often to make it look just like every other RPG they’ve played.

Funny. When my son was young, he went through a phase of playing my Dungeon! board game by TSR. For a while I considered running D&D BX for him but adding a skill system for non-combat actions, intentionally making the game a bit more like D6. But I never ended up developing that.

For WEG Star Wars, I didn't start tweaking the game system until after playing it, and it wasn't to make it more like any other game. IMO Star Wars is the best game and other games should be more like it.

jtanzer wrote:
This, to me, is the fundamental problem with the GMs here on the Pit. Most, if not all, have come from an O/AD&D or B/X background, and thus don’t realize what WEG SW is actually missing (and how much work they’re actually doing as a result). However, because they came from that particular background, and thus already know how to run common game structures, this is less of a problem for them, than it is for a new GM, like me...

This disparity in experience can sometimes lend itself to creating a “boy’s club” mentality, where those who already have those skills allowed in, which can result in those same people inadvertently withholding those same skills from newer GMs. This is because those older GMs believe that those skills are universal, in large part because the people they associate with also have those same skills. What they miss is that the newer GMs don’t have those skills, and therefore make ‘rookie’ mistakes, act out, and generally make ‘weird’ decisions largely out of ignorance of what is actually important to the skill of GMing.

How are GMs on the Pit a "problem" for you? You aren't playing the game with any of us. There is no exclusive club you aren't a part of. We aren't withholding anything from you. Are you saying you have somehow divined that we are all a problem for our players? You have no way of knowing that, and even if that was true, that would be boldly rude of you to say and it could still not possibly be a problem for you.

jtanzer wrote:
He’s right, and WEG is very, very, wrong... which speaks to the heart of my gripes and issues with WEG SW.
jtanzer wrote:
So what does all of this have to do with each other? To put it quite simply, System Matters. The game system, is more than just a collection of rules to be overwritten or discarded as the GM sees fit, but rather it is a collection of rules that work together to provide a consistent framework for the GM. However, those same rules can also place undue burdens on the GM’s shoulders. This can be from their presence – as in the case for Justin’s first attempt at hexcrawling – or their absence – such as in the case of SW and every other modern RPG.

OK, but what is the point of all this? Just a non-constructive gripe? Are you just complaining this game system does not have more location crawl guidance or other rules procedures? The published game system is the official game system and it ceased publication almost 27 years ago. Being disgruntled over what it should have been back then is pointless. It is what it is now. We have nothing left but to house-rule its deficiencies now.

We are all fans of the WEG Star Wars game here, which means we either like the game as-is or house-rule it to according to our own preferences. This really isn't the place to argue that an edition of D&D as published is better than Star Wars as published because there is nothing constructive that can come out of that. If you are announcing your decision to not play WEG Star Wars, then why are you here? If you feel Star Wars should be more like D&D, then make your game more like D&D. If you aren't capable of doing that yourself, we aren't causing you a problem by not doing it for you. But if you ask for help with something, you just might get it!
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PostPosted: Fri Apr 04, 2025 7:34 am    Post subject: Re: Structures and procedures matter Reply with quote

Whill wrote:
From what you have quoted here, I disagree with him that location-crawl procedures are fundamental to virtually all games (or specifically Star Wars).

I'd really like to know how you run locations then, because I don't have the foggiest idea of how to do it in WEG SW. All I can come up with is that the designers figured that GMs could come up with a structure on their own. From reading the skill section, and seeing that they included how long each skill took to use, it seems like they had an idea but never got around to formalizing it.
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PostPosted: Fri Apr 04, 2025 8:35 am    Post subject: Re: Structures and procedures matter Reply with quote

jtanzer wrote:
I'd really like to know how you run locations then, because I don't have the foggiest idea of how to do it in WEG SW. All I can come up with is that the designers figured that GMs could come up with a structure on their own. From reading the skill section, and seeing that they included how long each skill took to use, it seems like they had an idea but never got around to formalizing it.


I sympathize. I do believe us 40 year plus curmudgeons have long forgotten the pains of our early growth. I know I can barely remember. Our biggest tool in our toolbox, our socket set so to speak, is "pick a difficulty and roll it". Lets look at an example.

Player is searching a warehouse for a crate of contraband. The GM asks himself how hard is it? Difficult? Very Difficult? How much time does the player have? Does the player have peace and quiet or is a gunfight going on?

Take all these factors and add and/or subtract them and then multiply the total by 5. You have your difficulty, and now the Player needs to roll that number.

The system does not have a specific rule for looking for a crate, you pick an appropriate skill, Search, and then consider mitigating factors. The system is harder than AD&D because our options are larger by an order of magnitude and the rules are not combat-centric like AD&D.

Much more like the metric system, one rule to rule them all, the onus of mitigation bears heavier on the GM but the system covers many more scenarios thus imparting more freedom to the GM and keeping the "Rules Lawyers" off his back during play. Am I missing your point?
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PostPosted: Fri Apr 04, 2025 9:20 am    Post subject: Reply with quote

Not really. I do like your usage of searching for a crate though. It's not that hard to visualize how that might play out in both systems either: In D&D, every 'dungeon turn' (i.e. 10 minutes), there is a 1/6 chance that an random encounter might turn up, That makes the decision to search - and even how thoroughly you do it - highly important. By contrast, in WEG SW, you roll for your Search check and......? The skill rules clearly state that using a skill takes time (just like in OD&D), but that time usage doesn't have any consequences attached to it. It just...exsists, kind of like someone may have been planning on using it, but forgot. (Which in all fairness, may have actually been the case. However, it doesn't really matter whether Hanlon's Razor is applicable or not, the effect is still the same.)

It's kind of a shame that GMs aren't being given that kind of training.
Justin Alexander wrote:
I’ve talked in the past about how D&D 5th Edition doesn’t teach DMs how to run dungeons. In fact, it doesn’t even teach them how to key a dungeon map (or provide an example of a keyed dungeon map).

(To understand how weird this is, consider that the 5th Edition Starter Set includes a detailed explanation of exactly how a DM should use boxed text, but still doesn’t tell the DM how to run the dungeon that’s included in the sample adventure. Like, there was a perceived need to very specifically explain how you read text out loud, but not a perceived need to explain how you’re supposed to run a dungeon… the thing that’s actually unique to being a GM. But I digress.)

By contrast, the original edition of D&D in 1974 contains very specific instructions for both things: How to prep a dungeon and how to run the dungeon.

This is not some newfangled failure on the part of 5th Edition. It’s the end of a very long trend line (briefly interrupted, but only partially reversed by 3rd Edition) in which the D&D rulebooks have slowly stopped teaching DMs how to run the game at arguably its most fundamental level. 4th Edition, for example, still included instructions for keying a dungeon, but, like 5th Edition, failed to include any instruction for how a DM is supposed to run the dungeon.

Virtually the entire RPG hobby is built on three core structures:

1. Dungeoncrawl (often genericized to location-crawl)

2. Combat

3. Railroad

And virtually every published RPG has assumed that GMs already know to run a dungeon (because they learned it from D&D, right?).

So what happens when D&D stops teaching new DMs how to a run a dungeon?

Well, at that point all you have left is a railroad leading you from one combat encounter to the next.

Unfortunately for us, WEG SW - from what I can find in the rulebooks - was doing exactly what WotC did in 5e - focus entirely on the wrong things. Yes, we're told how to read boxed text, 'create' (and I use that term loosely) locations, NPCs, conflicts, etc, but we're never told how to actually put those things into practice. We're even given - and told to create - literal scripts that the players the read off of. I can't imagine a faster way to get players disinvested in what's happening then quite literally telling them "Hey, you're now going read out badly written dialogue that doesn't sound anything like what your characters would say and pretend to be invested in the adventure I just shoved down your throat." That and the way the modules are framed is....not conducive to the long-term health of a campaign. IMHO, they're good for strip-mining and not much else.

As I told Whill, I don't know how you can run a location in WEG SW. I can trawl through the rulebooks and maybe come up with something, but I'm starting to wonder if starting over and writing my own edition isn't a better idea. Now, that's not to say that I don't have some ideas - most of them are based around OD&D's methodology and involve adding additional structures - namely spot distance, morale, and reaction rolls - to the mix, but they're still just ideas at this point. I haven't written anything down yet, they're just kicking around up there.
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