Main Logo GM's and Jedi Knights
Contents Windbag's Final Thought...

I love Star Wars. I love the movies. I hate most of the novels. I really love the Roleplaying Game. It came out in '87, and I have played it since day one. The single biggest fault in the very beginning was that the swarm of published modules and adventure ideas never accounted for the effect a Jedi would have in the game. Not even a little blurb or highlighted box, warning GM's about how Jedi characters could overbalance the game, or how they could alter the "natural" course of a module.

Now, today of course, a mature and quick thinking GM can handle most of the twists and turns players throw at them, and can account for player's mistakes, or blunders. The key, of course, is common sense. Using the movies as a guide can help, but Luke, Vader, and Obi-Wan kicked a lot of serious ass, and beginning characters can't really expect to be anywhere near their level of ability without a lot of gaming.

Jedi characters are cool because they bring a lot of mysticism to the game, and Dark Jedi make some of the best long term antagonists around. In another article, I may touch base on Dark Jedi, both as NPC's, and player characters. The rules say a character who turns to the Dark Side is lost as a PC, but I know there are players out there who throw caution to the wind and wallow in the slew of fear and hatred that is the Dark Side! (I have a friend who is one of them...)

Wow, melodrama 101 there for a minute. Anyway, there are a lot of aspects to playing a Jedi, and I have only just touched the tip of the iceberg here. I look forward to sharing some more thoughts and ideas with you in the future. (Hint to Editor). Good gaming, good luck, and may the Force be with you! (Corny, I know, but hey, I'm a romantic at heart...)
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