I was having a chat with Rich Rogers lately about his fabulous “SWS” (Star Wars Saturdays) series, which he has been doing with great aplomb and great success for several years now. He’s run over a dozen different systems, using a different game each time (but always reskinned as Star Wars), and I figure it’s time we picked his brains about what worked and what didn’t.
Why? So we can have lots of fun doing the same, of course. (I may be personally running “Burned Over” as a Star Wars game on Sunday, so it’s quite immediately relevant to me!)
Anyone else, feel free to jump in, either to ask Rich questions or to share your own ideas and experiences.
My only experience doing this has been with Dogs in the Vineyard. It was a great success and lots of fun. The rules and structure of the game work really well (you just have to reinterpret “Guns” in the escalation schema as “Murder” or “Energy Weapons”).
However, in retrospect, the shape the games took was really much more Dogs in the Vineyard with Star Wars Colour - the gloss and aesthetic was there, and the characters were Jedi rooting out the influence of the Dark Side, but the overall shape of play was, at its roots, DitV.
This has led to wondering about this whole topic. My own take on that is simply that the Town Creation process in DitV shapes the game so strongly… for a more heavily Star Wars-like experience, you’d need to change the way the GM preps for the game. (Neither is necessarily good or bad; it can be really fun to see how a game system changes your experience of Star Wars, too, which is what happened when we played “Jedi in the Vineyard”. But it’s interesting to consider the possibilities!)
@RichRogers, you wrote the following to me a while back:
That doesn’t surprise me a whole lot! Sure, it’s possible to do a “dungeon crawl” in the Star Wars universe, but the themes and adventures we’re used to seeing in Star Wars films are much wide-ranging and full of personal drama.
However, would it be fair to say that another aspect of the experience which really makes it work is the energy and the ideas that the players bring to the table? More “narrative” systems tend to leave more room or provide more tools for the players to add to the game, and that would probably be a big advantage with a group of enthusiastic Star Wars fans.
Do you feel that covers it, or are there other ways/reasons that you think more story-oriented game systems have given you such consistently positive experiences?