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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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