
Greetings! It's been awhile since I've blogged. I've only done my introduction entry, so far. But anyways, I have a question for all you Star Wars RPG players out there. (I hope there are some.) I've tried to get into the SW RPG a couple of times, but I always seem to get stuck. I can get past the stats, and complications of that sort, but I don't understand how the game flows out of battle. I had a few questions I will post here: (By the way, if it helps, I'm using the Revised Core Rulebook, published in 2002.)
1. How much freedom for the players?
I hear the players can do anything. Does that mean they can go anywhere, talk to anyone? Kill anyone? How does the Gamemaster plan all this? How can he plan what every planet looks like? For example, say a player wanted to plot a course for Tatooine, but the Gamemaster had done no planning, what would the Gamemaster do? Tell the player he can't do that? Put off the game until he thinks something up? Think it up on the spot? THis is what confuses me the most.
2. How does the Time System work?
This isn't as big of an issue, but some tips for this would be nice. Time is obviously an important part of the game. Everything takes up a certain amount of time, and over time characters heal. But for keeping track of time, should you keep it on paper, and every time time passes, write it down? This is something that slightly confuses me.
How much do you use a grid?
How often should I use a grid? In combat, is it normally in important part to use token for every unit fighting, and to set up cover? If so, is it important to have a grid, such as a SW minis board? This is another confusing factor that I've heard conflicting views on.
How much terrian do you use?
If you do use a grid, and if there's cover, such as a crate, how do you portray it? Do you make a visual representation of it on the playing grid? It's hard for me to figure this aspect out.
Well, I think those are all the questions for now. But there may be more later. Anyways, May the Force Be With You!