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Margaret Weis Productions, Ltd.

Marvel Heroic Roleplaying

Star Wars

Star Wars

Postby timejockey » Sun Apr 08, 2012 6:36 am

Hello,
Really enjoying this game, and playing around with it has made me think it would work really well for other settings and genres. So This is my first attempt at a simple conversion of Star Wars to MHRP. I made up some general archetypes for characters, some thoughts on races and droids, and some example enemies. There are a few other random thoughts on houserules too. I would love to hear opinions and thoughts on this, as well as suggestions.

http://www.scribd.com/doc/83405758/SWCortex
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Re: Star Wars

Postby MidnightBlue » Sun Apr 08, 2012 9:10 am

You definitely put a lot of thought and hardwork into the topic.

Nice!

If I were going to run something like this, I probably wouldn't feel the need to add the the power/specialties requirements. But each group has its own mileage with a more open/free form system.

I probably wouldn't change the affiliations dice either and just stick with the d6/d8/d10 format.

Again...not saying that there is anything wrong with modding things to your preferences. "I" just wouldn't feel the need to do so.

Still, neat effort! I look forward to reading any game session recaps if you put them up!
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Re: Star Wars

Postby pksullivan » Sun Apr 08, 2012 11:09 am

I have a question. I noticed you went the route of the fantasy/D&D hack and assigned power traits to various "classes" (for lack of a better term). Why not have people build characters in a more freeform way?
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Re: Star Wars

Postby timejockey » Sun Apr 08, 2012 7:19 pm

The class format was just examples to see if it could work, as is just about everything in there. I would love to take more time to playtest it more, but the nice thing about this system is the rules are pretty loose and the narrative is more important. If my group actually used this for a Star Wars campaign, my players would end up making their own powers. Most characters would be equipment based, with a few other traits to reflect special training or skills. Jedi would involve a lightsaber and force powers, which are easily covered by the existing powers. View this as a proof of concept, or hopefully as a springboard for people wanting to try Star Wars. Doing this makes me really want them to publish a generic version of this system, although what's in the Marvel game could easily be adapted to other genres.
As for my group's playtest, we only did a short mini scenario involving a Jedi and a bounty hunter investigating a downed ship for survivors. The ship was a trap and they were ambushed by a squad of Stormtroopers and several Imperial Officers. The Jedi and bounty hunter swept through the Imperials and only took mild stress, but then had to deal with a dark sider. That battle was a bit more intense, but they got through it. The system really worked well, and the combat was swift but action packed. The one thing I like most about it is it encourages some creativity from the players and GM, and they made good useless the flaming ruins of the ship to create assets and complications for the Imperials. For example, the Jedi ripped part of the crumbling ceiling down on the Stormtroopers to pin some and block off others as a complication.
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Re: Star Wars

Postby MidnightBlue » Mon Apr 09, 2012 9:51 am

I gave this some thought over the weekend.

Here's Chapht Bo'kar, Jedi Knight during the Jedi Purge between the prequels and the original trilogy. I made him for a D20 Star Wars game that a friend of mine ran via PBP for a short while.

Affiliations - Solo D8, Buddy D10, Team D6.

[When our game began, Chapht was just recently made a Jedi Knight, having been a Padawan traveling and studying with his master. He's used to working at his master's side or occasionaly on his own, but working with a group is new to him.]

Distinctions -
Jedi Knight
I am the only weapon I need.
Not easy prey.

[We've got a Jedi Knight on the run from Imperial forces...trying to remain hidden and yet still a part of the story.

He was also trained by a master who followed an ancient path of the Jedi. A path that did not teach lightsaber combat or usage. Chapht has been trained in martial arts passed down from master to padawan along this path down the ages. (Think D&D monk and you'd be pretty close.) Carrying weapons breeds violence where an unarmed being shows that peace is his primary intent. But when violence is still brought to the Jedi, he has been trained to become a living weapon in defense of others.]

Power set 1 - Jedi Training
Unarmed Knight - D10
Enhanced Stamina - D8
Enhanced Reflexes - D8
Enhanced Speed - D8
Superhuman Senses - D10
Force Resistance - D8
Telepathy - D6
Telekinetic Influence - D6
Telekinetic Push (Attack) - D8

SFX - Second Wind; Second Chance; Multipower; Healing; Focus; Area Attack.

Limits - Jedi (like Mutant); Exhausted.

Power set 2 - X-Wing
Lasers (Attack) D10
R2 Unit (Enhanced Stamina) D8
Sensors (Superhuman Senses) D10
Shields and Hull (Superhuman Durability) D10
Thrusters (Space Flight) D12

SFX - Proton Torpedoes (Dangerous); All Power To Shields (Second Wind); Targeting Computer (Second Chance); Combat Maneuvers (Multipower).

Limit - Gear.
Limit - Mutually Exclusive (Jedi Training & X-Wing).

Specialties - Acrobatics Expert; Combat Expert; Covert Expert; Force (Mystic) Expert; Vehicle Expert.


Possible Milestones...a path that has him tracking down news or the whereabouts of his master...learning to work with a team (PC group)...continuing his studies to becoming a Jedi Master...etc.


That's a quick look at the Jedi Knight Chapht Bo'kar at a glance.

He's an unarmed Jedi Knight and great pilot. He plays a lot like a monk...with style!

[Heh...funny side note...

Chapht was always very acrobatic in the combats that I got to play in, flipping, cartwheeling, and somersaulting all over the place. One time the GM rolled to see if his signature shades stayed in place...they did.

From then on, that was the catch phrase...

Chapht somersaults over the speeder, grabbing the driver and pulling him out of his seat, the vehicle exploding in a shower of shrapnel and fire as the Jedi lands on his feet..."his shades never falling off."

Indy always finds his hat...Chapht always keeps his sunglasses on.]

:D
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Re: Star Wars

Postby pksullivan » Mon Apr 09, 2012 10:08 am

MidnightBlue wrote:Indy always finds his hat...Chapht always keeps his sunglasses on.

:D


Was his theme song written by Corey Hart?
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Re: Star Wars

Postby MidnightBlue » Mon Apr 09, 2012 10:13 am

pksullivan wrote:
MidnightBlue wrote:Indy always finds his hat...Chapht always keeps his sunglasses on.

:D


Was his theme song written by Corey Hart?


Heh...love that song!

But no...it was written by Isaac Hayes.

Chapht (pronounced Shaft)...and looks a lot like the Samuel L. Jackson version. That's actually how I described this character.

:lol:
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Re: Star Wars

Postby atminnie » Mon Apr 09, 2012 10:01 pm

That's an awesome character, MidnightBlue. He's a neat unique take on the classic jedi.

Coincidentally, I was actually musing about X-Wings on G+ a few weeks ago and came up with pretty much exactly what you have there as a power set, even with the R2 unit as stamina and power conversion to shields as second wind! Admittedly, my die ratings were lower, but I was thinking a ship intended for run-of-the-mill pilots, not awesome jedi pilots.

Wow, it's sure fun to find affirmation where you least expect it.
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Re: Star Wars

Postby Majestic » Mon Apr 09, 2012 10:30 pm

Your Star Wars adaption is pretty neat, timejockey. I've already got more Star Wars RPGs than I can handle (we occasionally play the West End Games d6 version and my friend wants us to try the Wizards of the Coast Saga system, too), but your SW builds do show the versatility of this system.

Your various archetypes lead me to wonder if you might be a player of TOR (The Old Republic MMORPG)?
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Re: Star Wars

Postby atminnie » Mon Apr 09, 2012 10:57 pm

Wow. I just read through the rest of it and I am thoroughly impressed timejockey. As Majestic says, your write-ups definitely show the versatility of the system, but they're all done with customized individuality and an eye to the style with which they deserve to be played.

I guess I'm most impressed by the huge stock of Watcher Character datafiles that could stock a pretty widely diverse Star Wars game over an entire campaign! Trade Federation, Galactic Empire, Dark Siders, Fringers, droids, ships, and more. Yep, that document pretty well covers nearly anything I would want in a Star Wars sourcebook. And it does so all via colorful examples rather than simply descriptive text. I'm particularly drawn to the way Noble and Crime Lord work. Subtle but excellent use of die ratings as story significance rather than quantifiable potency.

Also, I can't get over so many of the clever SFX like Sniper Shot, Summon Minions, Hunk of Junk, Let the Wookie Win, Use the Force, Blaster Deflect, Do or Do Not and so many more.

Remarkable job.

Now I'm thinking most of this is pretty perfect for use in my One Piece game. Re-flavoring from scifi swashbuckling with the force to nautical swashbuckling with super-powered pirates would be crazy fun.
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