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Maelora

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  1. Like
    Maelora got a reaction from StriderZessei in Morality sucks   
    For what it's worth, we treat it like 'stance' in WHFRP3 (the game on which the FFG SW game was based).
     
    You can only be in one 'stance' at a time, depending on your recent actions and mindset.   Luke taunted by Vader about his sister? Shifts to Dark Stance and lets rip with Unleash and Harm, drawing from his DS pips. Battle over, cradles a redeemed Vader in his arms and forgives him? Shifts back to Light Stance. While (say) Qi-Gonn stays in Light Stance for his entire fight with Maul.
     
    It's not for everyone but it works for us.  I very much wanted a yin-yang version of the Force, considering the Jedi are our main antagonists. 
     
    The players can fully explore their light and dark sides, and aren't arbitrarily penalised for doing so.  And they're not 'murderhobos' because they're not kept in check by an alignment system... they're just good players and don't want to play their characters like that.   The narrative conflicts between their light and dark sides is a great thing to role-play at the table too.
  2. Like
    Maelora got a reaction from Daredhnu in NPCs...PCs...Monsters...n stuff...art   
    Nobody makes fun of the Boba Fett Cosplay Society and lives to tell of it!
     
  3. Like
    Maelora got a reaction from Desslok in Players and the Perpetual Poverty Problem   
    I see your point, KFF, but I think a player who takes Trader or Quartermaster or Entrepreneur is stating a preference for that.  There's even a few Talents that literally let you 'throw money at a problem' like a resource. If you just nerf all that makes them special, they may as well just max out Ranged/Heavy, or max out the Move tree and start swatting Inquisitors with ATATs.
     
    I let my players decide for themselves how they excel. One PC fights the Empire using money, favours, propaganda, diplomacy, and 'creative' revenue streams ('Alliance xXx - Your Own Private Rebellion!'), and never bothers with a blaster.
     
    Yes, it's much easier for a GM to have a squad of SpecOps guys shooting stormtroopers, but that's not the only way to play the game either
  4. Like
    Maelora reacted to Nytwyng in Rise of the Separtist's release date?   
  5. Like
    Maelora got a reaction from Absol197 in Rise of the Separtist's release date?   
    You know, considering he has nearly nine thousand posts and reputation, it might make sense to stop sniping and listen. You might learn something, even if you disagree. 
    And this from someone who's had plenty of disagreements with Mr Morningfire over the years, but can still respect him.
    And from someone who thinks 'canon' arguments sound like discussions about angels dancing on the heads of pins.
     
    Anyway, how about them Seperatists? Do we know when they might be Rising? The third and final season of the MarcyVerse awaits it.
  6. Like
    Maelora reacted to 2P51 in Rise of the Separtist's release date?   
    wait....whazzzatt??.....someone said something about the thread topic?.....Hey! It's Marcy!!......
  7. Like
    Maelora reacted to Rimsen in Rise of the Separtist's release date?   
    I'd rather prefer the tinfoil hatted mob, than the zealous cultists of canon and whatnot 
    /Exaggeration/
  8. Like
    Maelora reacted to Nytwyng in Rise of the Separtist's release date?   
    Don’t mind me. I’m just going to settle in for another patented Tramp Graphics lecture that cherry picks elements from what is now Legends and insists they’re still considered current canon.

  9. Like
    Maelora reacted to Donovan Morningfire in Rise of the Separtist's release date?   
    It's hilarious you say this, as more than a few of FFG's own stat blocks have "ignored canon" in terms of what named NPCs are capable of, with the first example being Lando's stat block in Jewel of Yavin, which explicitly calls out that said stats only address Lando in his role for that specific adventure, and Dawn of Rebellion continuing that trend.
    And it's also highly unreasonable for you to go telling others what they should or shouldn't use in their games, or how they should tailor things for their table.  But then unreasonable seems to be the order of the day in the Star Wars fandom of late.
  10. Like
    Maelora reacted to Donovan Morningfire in Rise of the Separtist's release date?   
    Mon Mothma was leader of the Rebellion, and she'd crumple like a wet paper towel in front of a semi if put into field combat.  So positions of authority doesn't automatically mean one is going to be dominant force in whatever situation they find themselves in.  After all, we see a trio of Jedi Masters with expanded lore accolades galore to their names go down like absolute punks in RotS when confronting Darth Sidious, and yet some folks like Tramp and the long-gone and not-remotely-missed forum troll AluminumWolf insisting insisting that Jedi Master must mean overpowered unstoppable badass.  While Yoda likely didn't become the Grand Master of the Jedi Order by collecting bottle caps, that doesn't mean every version built of him has to be an unstoppable Force of nature in every circumstance.
    As for restricting or limiting what a character can do based upon certain guidelines, that's entirely up to the person creating the stats in question.  There was a guy over on the F&D sub-forum effectively pitching a fit over the Vader stat block from Dawn of Rebellion not being able to stand up to his PCs, when those PCs had a few thousand XP under their belts, while Vader himself (whose stats really only cover what's seen in the films and Rebels) was built to be an extremely formidable challenge for PCs with a more normal range of XP.
    A couple of guys have in the past on these boards created perfectly viable Knight Level builds of Obi-Wan as of the start of TPM (using XP earned during events of the movie to purchase abilities he displays later in the film) and Kanan Jarrus (same general notion of using XP to add abilities he displays after his debut) for his initial appearance in Spark of Rebellion.
    To say nothing of the fact that there are folks who prefer to stick strictly to the movies, and ignore everything else, canon or not; personal example, GM for a game I'm currently in has cited that as far as he and his campaign are concerned, the various events of the Clone Wars series never happened, so if he were to come up with a Yoda stat block, it'd likely only focus on what Yoda does in the prequel films, and it'd be questionable if Ahsoka even existed in his version of the 'verse.
    Your remarks underline the core problem with creating stat blocks for named characters, in that there's too much effort on trying to get the character build to cover everything that said named character has done in all Star Wars media.  And while the Disney reboot makes this less of a headache than previously given the sheer volume of material created for the Expanded Universe, it can still be more hassle than some GMs want to bother with when coming up with a stat block for "specific named character X."  Even FFG didn't try to go that route with providing stats for named characters in Dawn of Rebellion, instead focusing on what was critical for this particular character to be able to do, rather than creating a laundry list of effects to replicate the "one time they did that one thing that they never did again."
    It's frankly blind fanboyism that says "oh, this is a named character from the films, so they must be utterly badass at everything they do!" that leads to the sort of bloated builds that again try to cover every little thing the character has ever done no matter how obscure the media, especially when trying to create an NPC stat block that's actually usable in an encounter without overloading the GM with too many options.  The guys that did the Knight Level builds of Obi-Wan and Kanan got crap for their builds because of that same blind fanboyism that couldn't accept that neither of those two individuals were truly experts at what they did at the time we first met them.  Part of that blind fanboyism is possibly fueled by WEG's rather ham-handed efforts to stat up the Heroes of Yavin with the misguided notion that the characters needed to mathematically succeed every time they attempted a task seen in the films, rather than acknowledge that the stat blocks only needed at least a decent chance to succeed, and that the characters had what a friend of mine calls "movie hero dice" and simply got really good rolls for those adventures, with Luke being a prime example of a character whose player rolled exceptionally well during most of his critical moments in the original trilogy, with ESB being a notable exception to this.
  11. Like
    Maelora reacted to Ghostofman in Juyo Berserker questions   
    Talk to them, let them know that Morality as a whole is technically optional. If they don't want you presenting them with moral challenges and fighting the light/dark balance... you can dump Morality all together. The game will still work. Indeed AoR and EotE both have the Force and no Morality and they still work. 
    This is a common issue with things like Old Republic/Clone Wars campaigns where you have more formalized Jedi characters doing more "in service of the Republic" activities with less personal angst. In those cases going with Obligation or Duty (the similar mechanic for AoR and EotE) is often preferable to trying to shoe-horn in Morality in a campaign where no one really wants to play it.
    The most important rule is on FaD Core page 9:
    "Finally, the GM is the ultimate arbiter of how the rules are interpreted during the course of the game, using them or breaking them as necessary to maximize fun and enhance the story."
    If the players are hording lightside destiny point to try and deny you a resource... just apply the same penalties a D-point would apply when needed. You're the GM, you're allowed to upgrade a difficulty if you think it's a dangerous enough activity or jus think things need to get more exciting. The players can either use their Lightside D-points and keep you using Dark ones, or they can horde them and get no benefit from when you do do something to make life a little more interesting for them.
     
     
    Ultimately these are both "talk to your players" issues. If they are really having this much trouble dealing with these two mechanics, make sure they understand the purpose of them. If they still aren't comfortable with them... dump them. Most players would rather use a D-point mechanic than not have that resource, but if the players are ruining the fun by fretting over them, then you can drop them.
  12. Like
    Maelora reacted to Edgookin in Lets talk Coercion!   
  13. Like
    Maelora got a reaction from Arbitrator in where are the yuuzhan vong   
    The Vong always prove to me how badly overpowered the Jedi had become in this era.  The mystic element had gone, replaced with them being anime superhero ninjas with high fantasy magic and one-hit glowsticks.  The writers had basically painted themselves into a corner, so they had to come up with 'broken' opposition for them, something that was immune to all their gimmicks.  It was power escalation of the worst kind.
     
    It felt like a bad GM who had let his player characters get so overpowered that the only thing that could challenge them was Dark Troopers riding giant rancors.  
  14. Like
    Maelora reacted to Alisair Longreach in New Book Alert: Allies and Adversaries   
    I wish a speedy recovery for your unfortunate artist.
  15. Sad
    Maelora got a reaction from Alisair Longreach in New Book Alert: Allies and Adversaries   
    Ooh, looks like we finally got our 'Monster Manual'... The MarcyVerse is on hiatus due to various group changes and the fact our main artist had a stroke, but we are preparing for the third and final story arc later this year. The one player who enjoys butchering their way through the canon is ecstatic about this book. The rest of us, including me, are less so. Although I suppose now we can officially have that sexy MarcyVerse ewok we've been hankering for.
  16. Like
    Maelora got a reaction from Obvious_Ninja in where are the yuuzhan vong   
    In my game, they were exterminated by the Jedi, or banished back to the anime series they belong
     
     
    But as a non-facetious reply, they haven't been statted in the FFG games yet.
     
    And I would be very, very surprised if FFG elected to touch that mess with a ten foot skiff barge pole.
  17. Like
    Maelora got a reaction from CptShrike in where are the yuuzhan vong   
    I actually understand why they created the Vong.  The Empire-as-antagonist shtick had grown very stale, and they wanted new enemies that would feel different and fresh.
     
    Unfortunately, they felt too different, like they'd stumbled out of Star Trek or some really bad anime. It didn't help that the 'emo kid S&M faction' was supposed to be just a part of the race, but someone made an error and made it the entire species.  
     
    Then the whole 'immune to the Force' thing just felt like they were a broken answer to the corner that the writers had painted themselves into by making the Jedi into unstoppable ninja supeheroes who needed overkill gimmicks to challenge them.
     
    I don't feel they were intrinsically a bad idea, but they were poorly handled.
     
    And as the focus of the FFG games is supposed to be the original movies, I think there's pretty much zero chance of this game including them.
  18. Like
    Maelora got a reaction from CptShrike in where are the yuuzhan vong   
    The Vong always prove to me how badly overpowered the Jedi had become in this era.  The mystic element had gone, replaced with them being anime superhero ninjas with high fantasy magic and one-hit glowsticks.  The writers had basically painted themselves into a corner, so they had to come up with 'broken' opposition for them, something that was immune to all their gimmicks.  It was power escalation of the worst kind.
     
    It felt like a bad GM who had let his player characters get so overpowered that the only thing that could challenge them was Dark Troopers riding giant rancors.  
  19. Like
    Maelora got a reaction from CptShrike in where are the yuuzhan vong   
    In my game, they were exterminated by the Jedi, or banished back to the anime series they belong
     
     
    But as a non-facetious reply, they haven't been statted in the FFG games yet.
     
    And I would be very, very surprised if FFG elected to touch that mess with a ten foot skiff barge pole.
  20. Like
    Maelora got a reaction from StriderZessei in Encumbrance   
    *cough* infinite backpacks!*cough*
     
    Other systems tend to handwave encumbrance. This one doesn't. It seems hard on the PCs, until you realise that pulp heroes usually don't carry tons of gear.  Indiana Jones or Han Solo travelled pretty light, huh?  So the usual vidyagame thing of carrying around dozens of guns won't work here.   I've found it actually focuses the players on what they really NEED to carry.
     
    If you must lug around tons of gear you can always stock the spare stuff in a vehicle or a ship (but they don't have limitless space either).
  21. Like
    Maelora got a reaction from SirSaiCo in Morality sucks   
    Not gonna get any argument there from me.
     
    I tossed that out before the first game, and the game plays fine without it.
     
    I adored the concept that F&D was about exploring the extremes of your own personality, a journey of the Self... and that the PCs could explore that without getting bogged down with 'what would a Jedi do?'  And that 'dark side' is a perfectly valid PC option and doesn't make you a baby-eating puppy-murderer. By default, you're NOT a 'Jedi' or 'Sith' and nobody is telling you what to do. Explore the galaxy, sift over history and decide for yourself what 'light' and 'dark' really mean.  That's an unusual 'yin-yang' concept in Star Wars, which usually treats the Force as binary.  
     
    I left 'alignment arguments' behind with D&D, and the thought of micro-managing my players choices and assigning a JRPG-style number to each action fills me with horror.
     
    I found the Morality mechanic actively prevents you from exploring your own personality fully, only encouraging an artificial rush to one extreme or the other.  A wasted opportunity, given the incredible concept and narrative freedom the FFG game seems to be trying to give us.
  22. Like
    Maelora got a reaction from Ogrebear in Character Artwork Thread   
    Assuming ships are allowed (and to prove we do more than cheesecake...) here's the Krayt Fang doing what it does best...
     

  23. Like
    Maelora reacted to Absol197 in Personal Setting: Draconic Avengers! (Not the Marvel Kind :P )   
    Hey all!  This is my first stab at creating a Genesys build for characters and games set in my personal setting, uncreatively titled the MaunaVerse.  It's an urban fantasy setting, with the primary feature of having dragons as the main protagonists!
    To start with, I wanted to slap together some stats for a Mauna species, and below is my first attempt.  The pros: I FINALLY DID IT!  MAUNA STATS FOR AN RPG!  This has literally been multiple years I've been struggling to get this to work in SOME system.  Also, I think I was able to dilute their abilities down to the barest minimum, allowing unique talents be purchased to cover the rest of it.  The cons?  They are still exceptionally strong, and could likely use some paring down.  But doing that will be hard for me, as these are my babies  !
    But without further ado, the Mauna!
     
    MAUNA
    Of all the strange creatures in the world, perhaps the strangest are the Mauna, the large, serpentine creatures that were undoubtedly the inspiration for the legends of dragons across every culture in history.  While their appearance is clearly most accurately represented by the dragons of Eastern cultures like China and Japan, hints of their odd ubiquity can be seen in traits such as the fiery breath, more common to the legends of Europe.
    Appearance
    Natural shapeshifters, Mauna all possess two separate forms.  The first is that of a specific human.  While there is little to distinguish this form from a typical human, it is possible to identify a Mauna by their by their odd skin tones and the often jewel-like or metallic gleam of their eyes.  In their human form, Mauna have an athletic build, and are typically highly attractive, although often in unusual or uncanny ways.
    Once they shift form, however, no one could mistake them for human.  Large, four-legged, and serpentine, with razor claws on their dexterous fingers, towering, antler-like horns, scaly armor, and a whip-like tail, Mauna bristle with danger and majesty.
    Physiology
    In their true form, Mauna have exemplary predator traits, despite being omnivores.  Their scales armor their bodies, but are light enough not to interfere with their graceful movements.
     Their senses are powerfully honed, allowing them to see in near darkness and hear sounds outside the frequency range of humans.  Most importantly, however, they possess an additional sensory organ: a pair of prehensile whiskers over a foot long that hang down from just behind their noses.  These whiskers are not just used for fine manipulation, but can also extremely sensitive to electromagnetic fields, heat, and pressure, allowing a Mauna to have a very strong sense of their surroundings at all times.
     The Mauna have a very unusual lifecycle: their souls are not the common souls that other creatures have, but are instead infused with sparks of divine energy.  The number of Mauna in the world is fixed at 3,039, and when a Mauna dies, their Spark does not journey to the afterlife (in whatever form that takes), but instead is reborn.  In the distant past, the Mauna could be reborn to parents of just about any living species, but today they are only born to human parents.
    A young Mauna lives a normal life, unaware of their true nature, until they reach physical and spiritual maturity, typically in their early twenties.  At that point, they undergo a short period of distress as the divine power in their soul reawakens, reaching a crescendo as they assume their true form for the first time in a process that is known as the Hatching.
    Newly Hatched Mauna are about as tall at the shoulder as a large dog (or a small tiger), and appear to have jet-black scales.  Their scales actually an “infrared” in color, but this color is not visible to humans, resulting in it being mistook as black.
    As they grow, their scales and eyes gradually change color, and most Mauna reach a vibrant red within their first decade after Hatching.  The more lives they have lived, the greater their potential growth in both size and power.  As they continue to grow, their color changes, reaching towards various shades of orange, and then, for the most ancient nobles, towards yellow.  The Mauna of the distant past could continue to grow to massive sizes, their coloration following along the spectrum until they reached a deep, mesmerizing violet, but such potent creatures no longer grace the world.
    Species Abilities
    Mauna are exceptionally powerful.  It is recommended that non-Mauna characters in a game with Mauna characters be granted an additional 150 XP after character creation to compensate for their incredible strength.
    Brawn 2; Agility 2; Intellect 3; Cunning 3; Willpower 3; Presence 3
    Wound Threshold:  10 + Brawn.
    Strain Threshold:  12 + Willpower.
    Starting XP:  90.
    Divine Warrior:  A Mauna begins play with a Magic rating of 1, and gains a Divine rating of 1 as well.
    Unnatural Toughness:  A Mauna’s starting soak value is increased by 1.
    Shapeshifting:  A Mauna has two forms – their human form, which uses their base statistics, and a dragon form.  They may shift between the two at will, and may subsume gear with an Encumbrance no more than their base (human-form) encumbrance into a form when they shapeshift.  Shapeshifting requires an action.
    When in their dragon form, a Mauna’s profile has the following changes: Brawn +2, Agility +2, Defense 1, Soak +1 (beyond the increase in Brawn).  In dragon form, a Mauna add 2 Boost dice to all Perception checks due to their heightened senses, and remove up to 2 Setback dice imposed to checks due to darkness.  They also have access to the following weapon profiles:
    Claws and Teeth (Brawl; Damage +2; Critical 3; Range [Engaged]; Linked 3, Pierce 2, Vicious 2)
    Horns (Brawl; Damage +3; Critical 2; Range [Engaged]; Knockdown, Pierce 5, Vicious 3)
    Whipping Tail (Brawl; Damage +2; Critical 4; Range [Short]; Knockdown, Disorient 3)
    In addition, at character creation, each Mauna character chooses one elemental Aspect.  When in their dragon form, the gain the benefits of that Aspect.
    Air:  When in Dragon form, your characteristic modifications are Brawn +1, Agility +3.  In addition, you can fly by riding currents of air, utilizing the flying rules.  Remove up to 2 Setback dice from rolls imposed by or to resist the effects of cold environments.
    Earth:  When in dragon form, your soak increase is +2, and your natural soak gains the Cortosis quality.  Your Claws and Teeth and Horns weapon profiles lose the Pierce quality, gain the Breach 1 and Superior qualities, and increase their Vicious quality by 1.
    Fire:  You are immune to damage from intense heat, or any negative environmental effects from hot environments.  In addition, you gain the additional weapon profile:
    Fiery Breath (Cool; Damage +6; Critical 3; Range [Medium]; Blast 6, Burn 3).  A Mauna’s Fiery Breath adds Presence to the base damage instead of Brawn.
    Water:  A Water-Aspect Mauna is immune to damage from intense cold, or any negative environmental effects from cold environments.  In addition, they gain the amphibious quality.  They treat water as normal terrain and can breathe normally underwater.
     
    The Great Curse
    In the modern world, the Mauna are diminishing, Recurring for fewer and fewer lives, limiting their power.  They hide themselves from the masses of humanity, and all elders and nobles will caution hatchlings of the dire need to keep their true nature quiet from the public at large.
    However, peace, safety, and convenience are not the only reasons for this mandate.  Known only to the most dedicated scholars and the nobles of their people, the Mauna are cursed.  Humanity recoils from the idea of the Mauna, much more fiercely than they normally should.  This curse is subtle but potent, and taps into humanity’s herd instinct to act at its strongest.  Small groups of humans, especially those who have relationships with the Mauna, are the least susceptible, but large groups that don’t personally know any Mauna are liable to react exceptionally violently towards them.
    When a Mauna reveals their true nature to a human (typically by assuming their dragon form, but sometimes by using obvious divine abilities in front of them), the crowd must make a Discipline check or succumb to the Curse.  The difficulty is Simple (--), with an upgrade to the difficulty for every 10 humans present.  As long as the difficulty is less than Hard, humans with personal or cordial relationships with one or more Mauna are unaffected.  Humans with a deep personal relationship to the specific Mauna triggering the check are unaffected unless the difficulty is Daunting or more.
    The GM should make a check for the group, taking into account the average Willpower and Discipline of the humans involved.  On a Success, the humans will react normally.  On a failure, they recoil.  Some will flee or cower, while others, especially if the group is large enough, will attempt to attack the Mauna.  On a [D], after the end of the encounter, one of the humans present is consumed by the curse, and will go on to become a Hunter of some variety, based on their personality.
     
    Divine Rating and Divine Abilities
    The Mauna are unique in the world (and truly, in all worlds) in that they possess a direct conduit to an unknown source of power that they call the DIVINE.  This power infuses them, granting them exceptional abilities.  Divine rating is, like Magic rating, an additional characteristic possessed by some characters.  Like Magic rating, Divine rating cannot be increased by the Dedication talent.  Instead, a separate talent, [NAME], is used to increase it.
    There are no skills linked to Divine rating.  Instead, Divine rating provides an number of benefits, which increase as the characteristic increases.
    A character gains the Innate Talent ability for the following talents for each rank of their Divine rating: Toughened, Durable, Enduring.  These do not count as purchased ranks in these talents, and so do not increase the rank at which additional ranks are purchased.
    A character with a Divine rating also gains a Divine Power threshold of 10 + twice their Divine rating.  Any time the character would choose to suffer strain to gain an effect, they may instead spend an equal amount of Divine Power.  They may also expend 2 Divine Power to gain the benefits of a Story Point, or to add a Boost die to a check after the check is made.  Divine Power can also be expended to fuel Divine Talents, as given in the talent description.
    A character that exceeds their Divine Power threshold may still expend Divine Power, but they suffer 1 strain for every Divine Power above their Divine Power threshold they expend.  They may not expend more Divine Power than twice their threshold.
    Expended Divine Power may be recovered at the end of an encounter by spending [A] from a successful check made to recover strain.  Additionally, after a full night’s rest, a character recovers a number of Divine Power equal to twice their Divine rating.
     
    EDIT:  I suppose I should clarify that I intend to do a bit of a re-write of the Magic system for this setting, as the system as presented in Genesys does not work for MaunaVerse magic.  Hence the reference to Magic rating.  Obviously I also need to write up the actual additional Divine Talents for the Mauna, but for now I'm taking a break  .
    The other species that would be in a game in this setting would be things such as normal Humans, Eladrin (elves), Therians (were-people of various stripes), and possibly Vampires?  They'd be tough to make into characters, but I might try it sometime.
  24. Like
    Maelora reacted to 2P51 in Solo A Star Wars Story (Spoilers Ahead)   
    I support people shooting people that are about to shoot people.....real or pretend.....I'm the pirate and I approve of this message.......
  25. Like
    Maelora got a reaction from Vestij Jai Galaar in Solo A Star Wars Story (Spoilers Ahead)   
    Yeah, I think that's a plotline that's long overdue, considering how it's a staple of  most sci-fi and SW has emotional droids with incredible depth of humanity... who then get treated poorly and passed over for medals.  It was an obvious plot point when I set up my own game.
    I thought the movie was... okay.  I enjoyed it more because my expectations were absolutely zero. It was fun enough munching popcorn in the cinema, but it doesn't leave much impression afterwards.  Donald Glover was good in it, and could probably carry his own movie.  The rest was pretty forgettable.
    It still baffles me, given that they specifically made their own new, shiny, 'Not Your Parent's Star Wars' era that they have such little interest in moving things forward.  Why not tell us about the Scum and Villainy of the Force Awakens era? Why not give us new charming rogues and edgy outlaws? Why is everything always just regurgitated leftovers? Why not leave things to our imagination? The infamous Kessel Run was always more cool in my imagination than it could ever be on screen.
    I note that the audience figures for the film were pretty mediocre.  Maybe the film-makers will decide we need something more than reruns, reboots and retcons. Maybe they have a bit more faith in their new timeline and give us new creations, instead of mindlessly resurrecting garbage-tier characters like Darth Maul.  Maybe they'll make a film that takes some risks, that has actual stakes, where we don't know who must live or die in advance.
    But I doubt it.  There's milk to be squeezed from the shrivelled nostalgia teat yet.   ‘So we beat on, boats against the current, borne endlessly into the past...’   
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