12 thoughts on “Question:”

  1. From FFG? I like it alright, but I prefer the way PbtA’s dice mechanic pushes the narrative to FFG narrative dice. I also dislike the initiative system. I am weary of video game style advancement trees. Equipment lists…. I don’t mean to sound like I hate it. I’ve had fun, but if there is a good PbtA that feels like Star Wars, I’d much prefer it. I noticed ID had a Jedi PB with the serial numbers filed off..

  2. I don’t think PbtA is cut out for this. Not because you want to play Star Wars, but because you want to port over an adventure–PbtA thrives on collaboratively creating fiction through unexpected play outcomes, and doesn’t work well with adventure modules generally. Heck, it’s pretty tough to port D&D modules to Dungeon World, which should say something.

  3. Scum and Villainy is a very good suggestion. I would also look at Farflung . It’s a bit more “Firefly” like but I think it does really well as a “Star Wars” game of smugglers and outer rim adventure game.

  4. Alan Scott​ Agreed. Usually when I port dnd modules I’m really just creating fronts from the material and quickly adapting monsters, maps and locations. I kind of explode the parts out and drop elements that don’t fit the narrative we create at the tsble. It works fine for me in DW, mainly because the module is just a starting point and because I didn’t create all that stuff so I’m not married to following it. We still play to find out what happens, but I get what you mean.

  5. Another thing to think about is which of FFG’s family of RPGs your running. I haven’t read it, but I’m betting scum and villainy would work a lot better for Edge of the Empire than it would for Force and Destiny, for example.

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