Star Wars hack? Where is it?

Exactly again!!

Those three Jedi tenants are perfect! They could easily be the descriptors for Jedi Nature (replacing the mouse ones). Look at MG: they fight all the time, so do Jedi, but it is against both of their core Natures. Looks like a perfect fit to me!

I’d go so far as to say one could keep using Nature for Defend and such as well as you suggested Odie. Why not?

Honestly, the Mouse Guard seem pretty darn Jedi to me anyway. Just like the Realm Guard do.

Precisely! The Mouse Guard are defenders of peace and justice in the Mouse Territories, too – but their job is against mouse Nature. It is not the way of the Jedi to fight. It is the way of the Jedi to live quietly and meditatively. But they can’t, because they have to defend the galaxy. It is not the way of a guardmouse to fight. It is their way to hide, escape, etc. But their duty, their job, is at odds with their nature.

I don’t know nothin’ 'bout no Clone Wars or prequels. The only Jedi I know are Luke Skywalker, Yoda, and Ben Kenobi.

-B

Alright, I’m down with that, Brodie and Irminsul. Now comes the bitch-goddess task of deciding upon 4 descriptors.

Jedi things, with Nature as a stumbling block. Hmmm. It’s hard to boil down to single words or short descriptors, especially since everything BW is about getting people to act. Writing anti-active Nature descriptors just seems wrong somehow :wink:
Cunctator (i.e. Fabius Maximus… also Cunctator, the delayer… meaning an extreme amount of caution & thought prior to action)?
Some kind of Rinzai Zen non-attachment thingy… but extreme.
Crazy lack of emotions.

Man, that’s tough. Just saying “Non-emotional” or “Delayer” is kind of too tame, I think. Or maybe I’m just fatigued…

Okay… temporarily putting off the discussion on Jedi Nature hacks, getting back to Recruitment & the skill list. d6 Star Wars & d20 Star Wars (looking at the RCR & Saga Editions) are kind of useless to help since the basis for skills & tests is so different in those systems.

Does the hack need a Jurist or Lawyer skill? (Probably fits better in BSG)

Demolitions… should Scout become Guerilla? Saboteur? I hate losing a d20 Star Wars class name, but Guerillas might be cool. Or does blowing up stuff fall under Scoundrel?

Scavenger? Transforming junk into useable tech? Kind of a MacGyver-style production skill?

Has anyone ever gotten to the max number of skills? It’s hard to comb through Star Wars lore in order to come up with other skills to put on the list, especially online. Wow, there’s a lot of bullshit for Star Wars.

For skills, write down every single one in MG. Then put a —> beside each and write the name for the Star Wars skill equivalent. Keep it the same if it’s the same. For instance, Harvester might translate directly to Harvester… but it also split out into Jury-Rigger or Scavenger. (I like Scavenger for the overall sense of what it is but kinda like Jury-Rigger due to the Star Warsy feel.) Pathfinder becomes Navigator (space and land). Etc.

The thing is to recognize what the existing skills encompass and not overlap too too much. For instance, Guerilla would fall under Survivalist, I’d say. Remember intent here. For example, you don’t need a Politician skill because a politician’s main weapons are to act as Orators, Deceivers and Persuaders.

You might find you end up with a lot fewer crafting skills but expand into technical ones (like you’ve already indicated). I like the Artisan idea to encompass crafted wares. Boom. Done. For technical skills, let’s really see what’s needed and what comes up in movie canon:

Jury-rigging constantly. Need something like that, but could be under the rubric of Survivalist… maybe? Scavenging for sure, but should be part of Survivalist. You have Engineer. Programmer could work for sure (yeah, I changed my mind), but I’d use it in place of Droidsmith. After all, Loremouse works for various animals – let Programmer work across various machines. … yeah, technical skills will be a bitch. Do those last, after converting all the others so you have a solid base and don’t feel like you’re smashing your head against a wall.

Holy shit. Just had an idea. Instead of Weather Watcher becoming Battle Meditation, what about just Meditation? Imagine other uses besides Maneuver and Feint in Space Combat! You can Meditate in the Players’ Turn to forecast a twist or hazard in the next game! So instead of forecasting the weather, you actually affect something the GM can bring into play.

So if your hazards are: Sith, Space, Denizens and Technology, you could do a Meditation and be told (or to create? Hmmm…) what a hazard or twist in the next game will be and its very general nature. GM: “You see a forest planet… leaves swirling in a firestorm… a dark shape stands still and you hear a single female cry out…” How fucking cool would that be?

Okay, enough of my early morning ramblings.

As I rambled on before, I think the challenge with the MG skill list is that it’s so pre-industrial & pre-modern.

Droids/automation provide most of that productive capacity in the era, so a pre-industrial skill basis won’t feel right to me. Some concepts are okay… Like Smith mapping over to Engineer, but even that is a soft linkage. Carpenter, Stonemason, Apiarist, Brewer - there is no good reason to bring many of them over, even Brewer. Most of it has to be scrapped instead of mapped IMO.

And these are the prominent skills in pre-MG & apprenticeship experience during Recruitment. (Err, Youngling/Initiate Training rather than apprenticeship.)

This is why I tried to look at it from a modern, post-industrial, American perspective. It’s why I listed Dancer and Musician as separate, originally. Ditto to preserving Programming on its own, and separate from physical things. It’s more modern & service-oriented. I see Scavenger, as a post-production skill, being more likely to fit the futuristic setting than a primary production ability like Stonemason.

See, why didn’t Baker and Cook get bound together in Mouse Guard? Smith, Stonemason, Carpenter, Potter… I can see why they are separate, but they could also be various Builder concepts in another manner of seeing things. Simplicity is good, but in a service-oriented skill list, I would still push back against making productive skills separate/specialized & making service skills bundled/generalized.

I don’t mind bundling Engineer and Programmer and Droidsmith, but a mechanical engineering guy is different from the EE or compsci guy today. Also, Droids are the significant opponent in the Clone Wars era, and I see them more like the Animals of Mouse Guard (hence Droidsmith rather than outright Programming).

Hazards… Droids (as the #1 foe in the era), Sith, Space (the journey obstacles based on hyperspace navigation, which includes hostile fauna)… And Technology seems like a brilliant idea for an obstacle since it’s always getting FUBARed in the movies.

What if Droid/Sith gets combined into the Separatists, with non-aligned worlds being some other idea (Diplomatic obstacle/hazard)?

Battle Meditation is supposed to address Separatists hazards… but Meditation as a Precog/inform-the-GM method can work.

Informing the GM through skill use is a great aspect of the BW system. I just think there needs to be some specialization since it is so powerful. Weather Watcher doesn’t tell you what animal comes next in the story, though maybe Hunter or Loremouse could. Pathfinder and Cartographer are also not Weather Watcher.

Battle Meditation for Separatist hazards. Navigator & some Jedi precognition for Space hazards? Engineer or Programmer for Tech hazards? Something Jedi for landing on a potentially hostile non-aligned world.

Anyway, that’s my pushback/disagreeable morning mood for you.

A quick word: I wouldn’t use Droids specifically. I used Denizens to account for other things: Sandpeople, rancors, krayt dragons, droids, corrupt politicians, local security forces, etc.

Hmmm… then again, maybe Droids, Denizens, Sith and Technology. My thoughts behind Space were actually mostly technology issues: hyperspace astrogation, run-ins with whatever fleets/ships, etc. Again, though, those all fall under Technology, really. That said… I’m not a huge fan of Droids and Denizens. Seems like an unnecessary separation. After all, while you might be focusing on Clones Wars era, why not make it open enough for the hack to be played without era restriction?

Era restrictions are pretty standard in Star Wars gaming, partly due to the movies & various “EU” content (especially the Knights of the Old Republic game). I think the skills and Recruitment can translate between eras really easily…

So why not handle it like Star Wars RPG Saga Edition & the prior d20 RPG?

Separate eras have separate themes and obstacles.

So, a Clone Wars era would natually have something like:
Separatists, Space, Technology, Diplomacy

The Mandalorean Wars (Knights of the Old Republic) might be:
Mandaloreans, Space, Tech, Jedi Council

And each era has a different set of Hazard sources. Defining those shouldn’t be hard if you approach most things like Animals are treated in Mouse Guard. Even the spaceships & technology.

Nicely said. I’m down with that!

My suggestion at this point would be to split out into new threads discussions on, specifically, Skills and Nature (if you want to delve into Nature at this point). Separate threads will allow for better focused discussion and easier reference later when you start compiling/editing.

Separate eras probably also have different “conflict seasons,” wouldn’t you say?

-B

I don’t think seasons will matter since weather’s not a hazard. You could just say that one year is five games with the fifth game being the “winter” or reorg session.

Good point.

The Clone Wars were very different than what Malak & Revan did in the Mandalorean Wars…

I did have a thought about the Joseph Campbell stuff, but it might be out of place given the change of direction in all the movies & tv shows & whatnot.

(we are talking about Hacking the Seasons concept. Not in terms of literal Seasons, but phase-based concepts like Burning Sands or the Infection mechanics in Burning Empires.

Seasons is a similar concept, and IMO, it would be a shame to lose it. I love how Seasons inform the style of the game & help mark the passage of time)

I would not get too excited about that.

Star Wars is not futuristic. It is Sci Fi in drag. It is Jungian archetype crossed with Wagnerian style opera. That kind of interplay takes up all of the oxygen in what is going on. The science gizmos operate on the same level as magic items in DnD. Technology is not pushing people outside of the normal human passions that drive the plot. Therefore it is not science fiction. I am sure that this has been said before. It has more to do with “Snow Drop and the Seven Little Men” than it does with “Do Androids Dream of Electric Sheep”

The nature and interplay between Light and Dark are a lot more central to what Star Wars is than post industrial skills.

I do agree, and I think a lot of what is wrong with the TV shows & EU-ish stuff is the sci-fi approach to what should be simple stories…

BUT when it comes to skills and widgets for a game, are you saying you need archaic Shoe-cobblers and people who make stuff out of leather & wood? I’m strictly talking philosophy for the skill list in the area you quoted, not Nature or obstacles.

For writing skills, I think we’re still looking at more service providers rather than Medieval makers, and the Mouse Guard list is slanted very much towards craftsmice.

The skill list at least ought to be Modern IMO. This means more service rather than craft. I’m mostly talking Dancer & Musician rather than futuristic Hyperdrive Foozle Manufacturer & Droid Brain Designer.

Or do you want Starshipwright rather than Boatcrafter, Plastisteel-welder rather than Smith, and so on?

Smith, Carpenter, Apiarist… all completely the wrong context in a Star Wars hack IMO. But if you can recast them for a Star Wars hack, I would welcome the input.

I will have a look into the skill thread. I have the Mouse Guard pdf at work.

I am not really convinced of the need to change the Star Wars skills from medieval to modern. I have been sitting here refelecting on the movies and thinking about what kind of society and professions come through.

The times when modern urban society is depicted are in the more recent movies where they show the capital. There is a hive-like bustling city. However the city in those circumsyances is firmly wallpaper. It does not play a role in the drama. The drama in those circumstances is centred on the halls of power: Council Chambers, Senate, the Jedi Academy. We simply do not see the service based support of these pinnacles, even though we know they are there.

For the rest of the movies the drama takes place in either much more humble settings or on the run in guerilla warfare hiding. There are the likes of Vapor Farmers, Droid Mechanics, Merchants (both petty and grand), Bar Tenders, Starship Mechanics, Support Personnel for Military, Speeder/personal Transport Mechanics, Criminals and Bounty Hunters, smugglers and officials they avoid, medics, pilots. All of these have direct mappings with medieval counterparts. The more or less do the same thing. Just change the noun they operate on. Object substitution is all you need to do. So as you have mentioned Plasticsteel welder for Smith, Starship Engineer for Boatwright. Carpenter? Change it to Droid Mechanic since Droids work well for the wood of the medieval.

Unless you want to set your game in the base of the pyramid that supports the peak of the empire, don’t worry about it. Truthfully most of us work in that base in the “real world”. Escapism is a bit more fun. Star Wars is closer to “Beowulf” than “Death of a Salesman”

Anyone can take a light saber and use it, but only a Jedi can use it well. How do you represent that? A trait? I dont’ think is sufficient.

About starships like gear and animals, maybe we must to wait untill the suplement in the box set, with riding mounts rules. That can help us.

A starfighter can provide help for a pilot (like gear does) but can do tests as well. I think Sensors are a Skill on their own.

Don’t have the skill? Beginners Luck page 95.

Starships are boats, Animals are covered by Insectrist. We can do this without waiting for a supplement.

Sensors are tools to make a Will test. Just like other insight/perception type rolls. Or if you want, replace Glazier with Sensor/Hologram Engineer. I would break starships, speeders and other vehicles into two uses: Combat and Non-Combat. Combat use is governed by Fighter. Non-comabt use is governed by Boatcrafter.

But a Jedi always has better light saber usage, according to Obi-Wan. It’s the difference between the common people and special people. But perhaps we can keep that as color.

In the movies, the Jedis make a hand movement when they use their powers. Perhaps it helps them to focus? How we reflect that? +1D if the player do that movement? Or maybe the opposite: +1 Ob if the character is disabled from move his hands.

What about Traits? We need new ones?

Yeah, there will be a bunch of new Traits, plus a lot existing ones. Mechanically, they all act similarly in Mouse Guard, so being extremely particular doesn’t matter that much.

It’s more in the definitions. Capturing ideas that come up in the movies, or are specific to species in the movies.

The movies are humanocentric, and aren’t about the Star Wars menagerie except as a background… but there’s an expectation that someone can play the Twi’lek babe or the Trando knuckle-dragger when it comes to Star Wars gaming. There’s a fine line there, but I’d like to be able to keep the humanist feel while accomodating multiple species in the “Star Wars rpg” tradition.

Starfighters like X-Wings and Delta-7 Aethersprite interceptors… I just look at them as Tools for a Dogfight Conflict, like a Sword or Spear in a Fight.

In terms of rules, each starfighter needs to be defined, like an Axe is different from a Bow & Arrow.

Also, these things act differently in War/Commander conflicts where capital ships are involved. Maybe you just take things like Ion Cannons & Concussion Missiles and give them effects since a comparison of ARC-170 versus Eta-2 Actis maneuverability is meaningless relative to a Trade Federation battleship.

(Rules for Mounts would be nice, but we’ve just gone down a paying job in this household (not me), so my gaming budget is now $0.00 per month.)

Okay, I have a headache now.