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  1. I remember FFG's 40k RPG line. There was always complaining about the number of core books, that the game would be 'so much' better if they were able to buy one corebook, mixing and matching the different styles for a party, about how one book should cover Imperial Guardsmen, Inquisitors, Space Marines, Rogue Traders, Xenos, Chaos, etc, how they 'ruined' the system by not doing so, because there was this one player who kicked and screamed this 'overly powerful unique concept' couldn't be played with the theme of whatever corebook they picked up and therefore FFG's approach was all wrong. Later, when FFG lost the license, out came Wrath and Glory in the same IP. It promised to do exactly that; shove the whole kitchen sink in, play whatever you want, only buy one book! What we instead ended up with was an extremely thin, lacking product with all the depth of a puddle, where pagecount was sacrificed to give everybody everything... to the point there was nothing. The detailed lore gave way to broadstrokes you could get off a Wikia page, power levels between concepts were still out of whack, classes that could be fleshed out extensively in different ways became shallow or outright unplayable because they no longer existed, owing to how narrow FFG's focus had been to allow it. Now the Star Wars line is a little different because mechanically there's a much tighter power level between the game lines. However, what would inevitably happen is we end up with multiple splatbooks covering each 'theme', because inevitably the word/page count is so limited compared to a big, chunky corebook. Sure you've got the big rules... except now you've got extremely generic careers and you're waiting several years to really get the main course, rather than trying to stretch out your starter... then the same people will complain, "Why do I need to buy three books just to run a Rebel Alliance game?"
  2. With Rise of the Separatists finally here I'm looking at running what else but a Clone Wars era game. Shocking stuff. Early on, the book talks about Knight-level Heroic-level play and additional XP/Credits... so far, so par for the course. Later on in the Equipment section it talks about how Clone Troopers can cash in 1000cr to get their standard loadout, whilst Jedi can cash in 2500cr for a lightsaber. So a starting group in a Clone Wars campaign has to drop Duty/Morality to unlock their starting kit. I'm just wondering then if the default campaign the book was written for is Heroic-level Play? I'm not saying that this is a good or bad thing, but I'm interested in hearing peoples opinions. Since I'm working with a new group of players I had just intended to go with the default starting, but this has made me wonder if for a typical Clone Wars campaign I'm meant to give them a boost to begin with.
  3. So, uhh, how about that book, huh? Pretty great, right?
  4. I appreciate that the sub-title for Force-Sensitive Outcast is "Life on the edge."
  5. Presumably the line is still profitable or else they'd not even bother with compendiums. "Oh crap we need to put out something!" is better than "Let's not put anything out, it won't make us the money we want anyway." Once the cows are producing only blood, my guess is we'll see a second edition.
  6. I thought the Clones were so successful initially because the Jedi didn't detect (or weren't looking for) any emotional malice in the Clones, who were just doing what was 'natural' (following orders) to them? Anyway, I do believe that there are too many prominent Jedi survivors but in the grand scope of the universe, there's beyond trillions of living people in a galaxy of thousands of star systems. I think the handful that we know of surviving is reasonable, although when the stories do focus enough on Jedi during that period that it does feel like just about any Jedi with a name tag managed to come out of it. My only big issue is when so many of them end up in the Rebel Alliance. Sure, it's the obvious group for them to join with, but it makes Luke's journey feel kind of... underwhelming in hindsight? Especially when Ashoka, Kanan and Starkiller were on a first name basis with the top brass.
  7. If I have a 'problem player' there is a 9/10 chance that person is either going to want to play a Jedi (regardless of era), a Mandalorian or even worse, both. The former will usually then complain F&D is a bad book because it doesn't let them "be as powerful as the Jedi in the films." I don't have an issue with them in the lore.
  8. Just ordered a copy from Element Games (UK) and should be here tomorrow.
  9. Haven't been this happy something got off the boat since Guts did.
  10. I'm guessing it's meant to be the "when your Not!Ahsoka leaves the Jedi" spec.
  11. Awesome, thanks. Is there much talk given over to explaining away regular Clone grunt PCs alongside of Jedi? Or is it just working on the assumption your Clone PCs happen to be a cut above the rest?
  12. How does the Troupe System they talked about work? Is there any crunch to it, or is it purely advising that each player has a Clone and Jedi PC for different scenes for example? Any detail you could provide would be greatly appreciated, as it's going to make a big difference to how I run a upcoming campaign. Thank you very much.
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