Firefly: The Game (Gale Force Nine, 2013) landed on the Saturday RockyMountainNavy Game Night table. Although the game has been in-house a few weeks this was the first chance to get it onto the table for a full multiplayer experience.
The RockyMountainNavy Boys and myself made it a 3-player event. Seeing it was our first time, we used the “First Time in the Captain’s Chair” Story Card. I don’t recall who took which ship or what Captain beyond that the Boys “allowed” me to take Serenity and Malcom Reynolds.
After laying out the game (and it’s a lot to lay out) I spent about 20 minutes explaining the basics of the game to the Boys. They both caught on pretty fast, although there were a few hiccups like trying to start a Job without all the right Needs being satisfied. In the end, Youngest RMN Boy made it to Ezra one turn ahead of me and paid off his ship first, thereby winning the game. I was a close to the win, needing one more turn to make it to Ezra. Middle RMN Boy still needed to finish his second job but in doing so would have had enough cash on hand and be nearby to pay off his debt. Total playing time for this first game was about 2 hours.
All of us were very impressed by how perfectly thematic the game is. The whole mantra of, “Find a crew. Find a job. Keep flying” is perfectly captured.
Seeing as the RMN house generally prefers wargames, I was concerned that the low-degree of player interaction would make the game less enjoyable. I need not have worried; the Boys took to their roles with gusto. Youngest RMN Boy especially took on the persona of a ship’s Captain as he fancies himself something of a charming Han Solo-type. I mean the real Han Solo; you know, “Han Shot first.”
He found that attitude last year when he was creating a character for Fantasy Flight Games Star Wars: Edge of the Empire Roleplaying Game. During this game, we came to realize that he has heard about the Firefly TV show but has not actually watched the entire series (I know…tragedy!). Will have to rectify that situation soonest….
Firefly: The Game also has many expansions. I usually hold off on getting too many expansions because it is hard enough getting the base game to the table, much less an expanded version. In a bit of luck, I actually have a copy of FIRE007 Firefly: Customisable Ship Models that I picked up nearly 2-years ago for pennies when a FLGS was closing. Today the RMN Boys brought it out and are each painting their own customized ship. Guess I’m near to acquiring a few other expansions (hey, The Games Tavern, are you ready?).
Both RMN Boys asked to get Firefly: The Game back on the table sooner than later. I was especially pleased to hear this from Middle RMN Boy who, though he lost, wants to jump straight to another Story Card. “We got the basics, Dad. Now let’s really misbehave!”
Between 2007 and 2009 I was stationed overseas, and therefore had limited access to RPG items. I had put a lot of my items in storage so I did not have a strong library to draw upon. I was looking for a new RPG game, but had resigned myself to having to wait until my return stateside or use DriveThruRPG (a risky proposition given the internet security of the time). One day I was in the Base Exchange and saw a new book on the shelf, Star Wars Roleplaying Game – Saga Edition Core Rulebook. The book caught my eye partially because it used a very different form factor (9″x9″) and had a beautiful gold Darth Vader on the cover.
Forward – Going Back?
The Forward was very interesting because Chris Perkins claimed this was the latest iteration of a Star Wars RPG and the first to span the entire six-episode saga (p. 5). This was news to me; I had missed the earlier excellent West End Games Star Wars RPG – although interestingly I had the associated Star Wars: Star Warriors star fighter combat board game – and the original WotC version.
In terms of the game engine, Star Wars Saga (SWSaga) technically used Wizards of the Coast d20 Modern. In reality, it would later become apparent SWSaga was an interim step between d20 Modern and Dungeons & Dragons 4th Edition. I had tried to use the d20 Modern engine before, but had only limited success. This time around I committed myself to learning the system and playing with it. In concept it sounds so easy:
THE CORE MECHANIC
The Star Wars Roleplaying Game uses a core mechanic to resolve all actions. This central game rule keeps play fast and intuitive. Whenever you want to attempt an action that has some chance of failure, you roll a twenty-sided die (or “d20”). To determine whether your character succeeds at a task (such as an attack or the use of a skill, you do this:
Roll a d20.
Add any relevant modifiers.
Compare the result to a target number.
If the result equals or exceeds the target number (set by the GM or given in the rules), your character succeeds at the task at hand. If the result is lower than the target number, you fail. (p. 9)
So simple, and easy to figure out. Except that d20 is built on breaking the rules. Feats and Talents are mechanical ways characters can act in addition to the rules. This concept took a long time for me to fully understand because d20 appears internally inconsistent since it emphasizes – at least to me – ways for characters to “break” rules.
Characters with Class
Unlike the Traveller RPG system I was so familiar with, character generation in SWSaga uses classes. Coming as I do from a Traveller RPG background, classes have always felt foreign to me. That said, I dug into SWSaga and built many characters, putting together their Attributes and Skills and Feats and Talents (oh my!).
I struggled again to understand what I was doing. Looking at it critically, I think I struggle with character generation using classes in d20 because I subconciously want to see a life path progression system, not a video game-like leveling up of characters.
May the Fourth Be With You
Combat also proved challenging. As it soon became apparent, SWSaga was moving towards D&D 4th Edition, in which combat has sometime been described as a tabletop video game. On one hand the combat system was a bit familiar, being that it drew heavily from WotC’s Star Wars Miniatures game that I played with my boys. But at the same time it was different. A different part that I found very confusing was Conditions (p. 149). I think I found Conditions confusing not because of what they represent, but how they were presented in the book. Going back now (and after many other narrative games) I see how conditions attempt to explain a non-damage situation in terms of a mechanical game effect. At heart it is not really a difficult concept to imagine, but I found it was not communicated very well by the unlabeled Condition Track on p. 149.
For an RPG about Star Wars, I found The Force rules convoluted and disorganized. In particular, it would seem to make sense to look at Chapter 6: The Force for the relevant rules but within that section one is referred to the Use the Force skill in Chapter 4 (p. 77). Looking at Chapter 6 today, I can see that The Dark Side, and especially Dark Side Transgressions, were a stab at non-mechanical (i.e. narrative) means of explaining how to avoid falling to the Dark Side. To further add to the confusion, Destiny Points (found in Chapter 7: Heroic Traits) were included as an optional form of game economy but I rarely used them because the narrative effect was limited – whatever narrative action was there had been reduced down to a table lookup mechanic (seven effects, three of which were Force-related)(p. 113). From today’s perspective, and after having now played Fantasy Flight Games Star Wars Roleplaying Game, I see how SWSagaDestiny is an earlier form of FFG Star Wars’ Obligation / Duty / Morality mechanic. However, the implementation in SWSaga is weak; the relationship between a character’s Destiny (p. 112) and the tangible Destiny Point is neither detailed nor strong.
As much as I tried, I just could never get SWSaga really going. It was not for lack of effort on my part; I eventually bought EVERY SWSaga book in the series. In the end though, I found the setting suffered from the same bloat and canonicity battles that plague the Traveller RPG community – that is, the setting is too detailed and too well defined that it is easy for a GM to get locked into a certain course of action. Indeed, after purchasing every book in the SWSaga series, I realize that I had too much information (although the entire collection is a good ode to Star Wars Legends) but in the end the rules were too bloated for me to handle.
A New Start
So committed was I to turning over my d20 leaf that I even bought the Dungeons & Dragons Roleplaying Game Starter Set (2008). I prepared to plunge into the world of D&D after avoiding it for 30 years. I really wanted to try to play d20. I thought my boys would want to play D&D (both read many of the Rick Riordan fantasy series). In the end though my inherent dislike of the fantasy RPG genre, coupled with a feeling that D&D 4th Edition was a tabletop video game, put a relatively quick end to that little gaming excursion. As much as I tried to make SWSagamy new science fiction RPG, it just didn’t work. As much as I love Star Wars, playing in the setting using SWSagafelt like I was getting too hemmed in. Even with the option of playing in multiple eras, it still felt restricted (it didn’t help that my boys were huge prequel and Clone Wars fans – two of my least favorite eras – and they wanted to play in those times whereas I didn’t).
The Saga Narrative…NOT!
In preparing for this retrospective, I pulled out the Core Rulebook and tried to look at it independently of the other books in the series. Much like the Traveller RPG community has arguments over the Little Black Books, I can see how the Core Rulebook – by itself – is not a bad game. Setting aside, everything needed to mechanically play a Star Wars adventure is included. Looking at it with my eyes today, I also see how SWSaga attempts to reduce many narrative play elements to mechanical effects. Nowhere is this better seen than in Talents and Feats. Unlike Skills which represent various abilities (be it trained, natural, or luck – p. 57), Talents are particular to a character class and Feats are special features that give characters new or improved capabilities (p. 79). Thus, the classic Star Wars character Han Solo (p. 255) gets classed as a Scoundrel (p. 45.) with the Spacehound Talent (p. 47) – giving him proficiency with starship weapons – and the Quick Draw Feat (p. 87) because, after all, Han shot first! All of this is very descriptive of the character, but together it reduces the character to a set of well-defined – even narrow – mechanical effects. The Core Rulebook example of Han Solo has him with four Classes, seven Talents, eight Feats (several of them in multiple areas) and six Skills. The implied game limitation it that without the “right” Talent or Feat, the action is unachievable by a character regardless of the player’s desire. Thus, instead of “playing” their characters, players start trying to gain/spend XP in pursuit of the right Skill/Talent/Feat to justify a desired action. To me, this is the opposite of narrative play.
So my search for a new RPG continued, and my next two RPG purchases brought back an oldie while introducing something new.
Star Wars Roleplaying Game: Saga Edition Revised Core Rulebook by Christopher Perkins, Owen K.C. Stephens, and Rodney Thompson; Copyright (c) 2007 Lucasfilm Ltd & (R) or TM Where Indicated, All Rights Reserved. Used Under Authorization. Some rules mechanics are based on the Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and ID Wiker, the original DUNGEONS & DRAGONS (R) rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Atkinson. This Wizards of the Coast game product contains no Open Game Content.