Showing posts with label star wars. Show all posts
Showing posts with label star wars. Show all posts

Wednesday, August 03, 2011

Fantasy Flight Games gets Star Wars

So, the worst kept secret in the gaming world has at last been revealed, Fantasy Flight Games has acquired the rights to the Star Wars franchise. Ever since WotC dropped the licensing rights and Mongoose rather oddly revealed that they didn't get the license but that another company did, speculation has been that the other player had to be FFG. No other company seemed to be big enough to afford it, except possibly Paizo and they never seemed to be a good fit for Star Wars.

Well at last, the cat is out of the bag and the first announcement of new product lines include both a tactical ship-to-ship minis game called X-Wing and the Star Wars: The Card Game ccg. Although there is no announcement of a tabletop rpg at this time, there is a suggestion that one is in the works.

-Rognar-

Wednesday, April 21, 2010

The latest purchase from my FLGS, pt.9

The Unknown Regions - Star Wars Saga Ed. by Gary Astleford, Owen K.C. Stephens and Rodney Thompson

And so it ends, the association between WotC and the Star Wars franchise, as The Unknown Regions, the last publication of the Star Wars rpg hits store shelves. It holds a few surprises, not least of which is the number of prominent alien races detailed. I will have to go back through my SWSE library, because I find it hard to believe races such as the Nikto, Shistavanen, Anzati, Chadra-Fan and Ishi Tib have not previously been described.

There are, of course, a few new talents and feats, although at this stage, there's precious little that is interesting or new in that well. Some of the new equipment is good though as it has a distinct exploration theme, something that hasn't really been delved into in the game so far. I was especially pleased to see an homage to the Landmaster in the form of the "Jaffryes Universal Automotive ARK-II Series Landmaster" vehicle. True aficionadoes of sci-fi TV and movies might also recognize the ARK-II reference, and, of course, "Jaffryes" alludes to Dean Jeffries, the builder of the original Landmaster and other famous vehicles such as the car used in the Green Hornet series and the cars in Death Race 2000.

There are, not surprisingly, quite a few planet descriptions and mini-adventures with an exploration theme in the book. Although I would categorize this material as fluff, it looks quite useful. Perhaps it is my interest in the subject matter that affects my view on this, but the mini-adventures all seem pretty good. Overall, I'd say this book is one of the better supplements to the game, not on par with Knights of the Old Republic or Jedi Academy Training Manual, to be sure, but pretty solid.

-Rognar-

Wednesday, February 03, 2010

The latest purchase from my FLGS, pt.8

With the end of the Star Wars Saga Ed. coming soon, I actually have the opportunity to own the entire game, every hardcover published in the product line. To that end, I picked up Galaxy of Intrigue, the penultimate sourcebook in the SWSE series. I knew before I bought it that it would be one of, if not the weakest product so far and in that regard, my expectations were realized. However, it does have just enough crunch, combined with my inherent collector's obsessive-compulsiveness, to compel me to buy it. The main selling point is updated stats for a number of fairly important alien races, such as the Bith, the Defel, the Gotal and the Neimoidian. Although these races had been described in past releases, they had not been given the full treatment. No doubt, the SWSE braintrust had been saving them up for just this reason.

There are some new feats and talents, as well as equipment and droids, but Galaxy of Intrigue is, without a doubt, the fluffiest book so far, knocking The Rebellion Era Sourcebook off that pedestal. Still, some the fluffy bits, like the numerous mini-adventures, are not completely devoid of merit. A seasoned group of SWSE players probably won't find much that's indispensible in Galaxy of Intrigue, but new players and GMs, especially those with an interest in "cloak-and-dagger" gameplay will find a lot of useful material.

-Rognar-

Further note: With only The Unknown Regions remaining to be released, a lot of the "Expanded Universe" stuff will not get covered in SWSE. One notable omission is the Yuuzhan Vong. Although there have been fragments of info about this race scattered through several books, it has never gotten a sufficiently detailed description to create a campaign centered on the Yuuzhan Vong invasion. My suspicion, however, is that few tears will be shed by diehard Star Wars fans.

Friday, January 29, 2010

What is the future of the Star Wars game license?

With the news that WotC is dropping the Star Wars license this year, no doubt rampant speculation will begin over the future of the franchise. So let's get it started. My guess is that the tabletop rpg is dead, at least for the forseeable future. There just aren't many companies aside from WotC that could afford it and the few that could don't seem to be a good fit. For example, Mongoose, a relatively big company, would probably be seen by the folks at Lucasarts as being a bit too risky. They publish a lot of product to be sure, but they also miss a lot of release dates and there are frequent complaints about the quality of their products. Cubicle 7 is an up-and-comer, but my guess is that they are not ready to take on something of this magnitude. Besides those two, the only company I can think of with the means to pull it off is Paizo. The Star Wars license might be a good fit for a company looking to position itself as the alternative to WotC, but I think they have so many resources committed to the various Pathfinder product lines, they probably couldn't see themselves taking on the demands of the Star Wars license right now.

The other side of the Star Wars game license is the minis. WotC has certainly beaten that dead horse repeatedly over the last few years, so I think if anyone got an idea to revive a Star Wars minis line, they'd choose to do it differently. I think the one company that might see some potential there would be Rackham. Doing Star Wars using an approach similar to AT-43 or Confrontation might have interest for minis collectors who are fed up with blind packaging and 15 different versions of Darth Vader. Personally, I hope that doesn't happen since it would almost certainly impact the other Rackham lines negatively.

-Rognar-

Thursday, November 12, 2009

Power to the Droids

Next Tuesday, the Scavenger's Guide to Droids makes its long-awaited debut and if early reviews over at the SWSE forums are any indication, it has the potential to be one of the best supplements yet. Droid characters are getting a complete overhaul. Different droid types, like astromech droids, medical droids, battle droids, are being presented as races. This sounds interesting. In the past, droid statblocks included a statement as playable or non-playable. It tended to be rather arbitrary and not always very intuitive. I don't know how the new rules will play out, but the thought of playing a droideka (previously verboten) will be sure to excite every red-blooded Star Wars fan. Sentry Box, here I come.

-Rognar-

By the way, fan support from WotC for the Star Wars RPG is reaching new lows. Less than a week before a new release and there is still no mention of this product on the website, except from fans in the forums. Fans have to get their info from Amazon.com. I'm beginning to think rather than seeing a new edition of the game next year, they may simply stop publishing new products, the d20 Modern model of product line support.

Friday, November 06, 2009

"Defiance" has finally dawned

I first took notice of the Dawn of Defiance adventure path on the Star Wars Saga Edition website back in March '08. At the time, the first three installments were already available and I seriously considered running the campaign at that time under the ridiculous notion that future installments would be released at reasonable intervals. It's a good thing I didn't since the 10th and final installment only just became available a couple of weeks ago. Considering how quickly we ran through Age of Worms last year, we would have spent a lot of time twiddling our thumbs if we went through DoD instead.

-Rognar-

Edit: Obiri set me straight. It's been over two years since we finished AoW. When you reach my advanced age, it's hard to keep these things straight. All events since the Battle of Waterloo seem like they just happened yesterday.

Tuesday, October 13, 2009

Star Wars Saga Ed., end in sight?

Notice this list of release dates for the Star Wars Saga Ed. supplements:

The Force Unleashed - Sept.,08
Scum and Villainy - Nov.,08
The Clone Wars - Jan.,09
Legacy Era - March,09
Jedi Academy Training Manual - May,09
Rebellion Era - July,09
Galaxy at War - Sept.,09

This is the list of currently planned future supplements:

Scavenger's Guide to Droids - Nov.,09
Galaxy of Intrigue - Jan.,10
The Unknown Regions - Apr.,10

What is that I see next spring? A three-month break in the release schedule which has been consistantly bimonthly. The declining crunch-to-fluff ratio combined with an upcoming hiccup in the release schedule leads me to conclude that game has run its course in the current form. All signs point to a new edition of the Star Wars RPG in 2010.

-Rognar-

Tuesday, September 22, 2009

The latest purchase from my FLGS, pt.5

The Star Wars Saga RPG design team continues to squeeze every last drop out of the franchise with its latest release, Galaxy at War. Surprisingly, Galaxy at War is somewhat crunchier than the previous sourcebook, Rebellion Era Campaign Guide, with new rules on martial arts and cybernetics, several new races (all quite obscure, and some actually extinct) and a host of new feats, talents and equipment.

Without a doubt, the best part of Galaxy at War is the expanded martial arts rules. There are eight new martial arts feats representing different unarmed combat traditions including Wrruushi (Wookie martial arts), Stava (Noghri martial arts) and the famed Teräs Käsi. In addition, there is a new Martial Arts Master prestige class.

Obviously, a sourcebook about war is going to have a lot of weapons and armour, and this book doesn't disappoint, but I think even more valuable are the new cybernetics. They even include rules for total replacement cyborgs like General Grievous, although these rules seem a bit thin, so I'm not sure if you could actually reproduce all the capabilities of Grievous using them. However, a cyborg similar to Darth Vader would be possible. There are also a bunch of other gadgets that no well-equipped rebel commando would want to be without.

The crunchy bits of Galaxy at War comprise about 70 pgs of the book. Beyond that, there is a large section describing various famous military units such as the Senate Guard, the Mandalorian Protectors and Wraith Squadron. There's also a section on battlestation design, which doesn't seem all that useful, and about 50 pgs of adventures and hooks. All-in-all, it's a decent release, not as meaty as Jedi Academy Training Manual or Knights of the Old Republic Campaign Guide, but certainly better than I was expecting.

-Rognar-

Thursday, September 10, 2009

Gropos in the 23rd century

Over at WotC's Star Wars rpg forum, there's a thread going on about which sci-fi army would win in a land battle. Given that these are all SW fans, naturally Imperial Stormtroopers fare pretty well in their minds. However, this site, being much more scientific, requires a higher level of evidence. Therefore, in true Deadliest Warrior style, I propose a comparison of some of the best-known armies from sci-fi TV and film (I will leave out literature, since different criteria would have to be applied). So, who are my combatants?

Starfleet Security (Star Trek)
EarthForce Marines (Babylon 5)
Imperial Stormtroopers (Star Wars)
US Colonial Marines (Aliens)
Mobile Infantry (Starship Troopers)

I will base my analysis on three criteria, kit, training and combat experience. Each criteria will be scored out of 10. Embarrassing and silly events (i.e. the Battle of Endor) will be stricken from the record, so that a more objective analysis can occur. Here we go:

Starfleet Security
kit - weapons: phasers, particle beam weapons with capabilities ranging from stunning to disintegration, by far the best weapon of the lot, armour: typically none, score 9/10
training - the best the future has to offer, advanced psychiatric techniques, holodeck training simulations, you name it; training is broad-based, not specifically related to infantry combat, score 9/10
combat experience - the Federation is a relatively safe place, so Starfleet personnel don't have much need or opportunity to fight large-scale ground-based military actions, score 4/10

EarthForce Marines
kit - weapons: phased plasma guns (PPGs), small bolts of plasma encased in residual magnetic bottle, comparable damage to firearms, armour: some, typically polymer weave type vest, score 6/10
training - first-rate, though probably not as sophisticated as Starfleet, but much more combat-oriented, score 8/10
combat experience - quite a lot, many veterans remain from the Earth-Minbari War and other recent conflicts, score 9/10

Imperial Stormtroopers
kit - weapon: blasters, particle beam weapons, comparable lethality to firearms, armour: full-body combat armour, score 9/10
training - good, but hobbled by the Tarkin Doctrine and the clone army heritage of the force, not conducive to innovative tactical thinking, score 6/10
combat experience - quite a lot, but Imperials typically enjoy overwhelming superiority of numbers and firepower, thus limiting the value of combat experience, score 5/10

United States Colonial Marines
kit - weapon: automatic firearms, grenades, armour: battle dress, score 7/10
training - much like 21st century USMC, top quality, score 8/10
combat experience - quite a lot, though the quality of the opposition is probably questionable, too many bughunts, score 6/10

Mobile Infantry
kit - weapon: automatic firearms, mininukes, armour: advanced battle dress, score 9/10
training - decent, although recruit quality may be variable, score 7/10
combat experience - significant, bugs found on many worlds, quite adaptable due to brain bugs, score 8/10

The final score is:
#1 Mobile Infantry (24/30) - I mean really, they've got f**king mininukes. Damn!
#2 EarthForce Marines (23/30) - These guys fought the Minbari, that earns them some respect.
#3 Starfleet Security (22/30) - Phasers rule!
#4 US Colonial Marines (21/30) - Tough hombres, but less advanced.
#5 Imperial Stormtroopers (20/30) - I wasn't going to bring it up, but Endor is starting to make some sense.

-Rognar-

Friday, July 24, 2009

The latest purchase from my FLGS, pt.3

I picked up the Rebellion Era Campaign Guide for the Star Wars Saga Edition. As I feared, it's a bit thin on crunch. There are no new races and only a sprinkling of new talents, feats and prestige classes. The unfortunate fact is, this game is reaching the point of being complete. They are running out of material and with several more books in the pipeline (with themes of war, intrigue, droids and unexplored space), they are really going to be scraping the bottom of the barrel. Expect to see a new edition sometime in 2010.

So, what does it have? Well, it has racial feats which are kind of neat. Each race from the core book (except humans) has three feats associated with it. There are two new prestige classes, the Improviser and the Pathfinder. They seem decent enough. There's the usual list of new equipment, ships, vehicles and droids as well as stat blocks for different types of rebel operatives, soldiers, stormtroopers, etc. There are also stats for many of the minor characters from the original Star Wars trilogy such as Wedge Antilles, Biggs Darklighter and Wicket. Beyond that, it's mostly flavour text on Alliance and Imperial military structures and adventure hooks. A worthwhile purchase, but definitely not as meaty as most of the previous sourcebooks.

-Rognar-

Wednesday, May 20, 2009

The latest purchase from my FLGS, pt.2

Star Wars Roleplaying Game Jedi Academy Training Manual - Rodney Thompson, Eric Cagle, Patrick Stutzman and Robert Wieland (Wizards of the Coast)

The Jedi Academy Training Manual is the latest release for the Saga Edition of WotC's Star Wars rpg and it is one of the better ones to come along in quite awhile, particularly if you like crunch and the Force (and really, who doesn't?). The recent formula for Saga Ed. books has been a few new races, most of which are exceedingly obscure, a section with some new talents and feats, another section with some new force powers and one or two new prestige classes. Combined with some new equipment and ship designs and it would typically work out to about 60 - 80 pages of crunch in a book with about 220 pages. The JATM is a somewhat slimmer tome, coming in at 160 pages, but it has a much higher crunch coefficient. It has 28 pages worth of new force powers, talents, feats and related goodies, 19 pages worth of new equipment (especially lightsabers), 18 pages of alternate Force traditions and 16 pages of new beasts. I find that last section to be particularly interesting because it includes a lot of Sith alchemy creations which allow a GM to get some use out of the D&D miniatures collection, some of which bear a striking resemblance to certain Sith beasts.

All-in-all, I would say the JATM is a must for any Star Wars campaign involving Jedi, Sith or other Force-using traditions. My only complaint is that they still haven't fixed Force Surge to allow Mace Windu to survive the jump he made in the arena on Geonosis.

-Rognar-