Star Wars with the AGE system.

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Star Wars with the AGE system.

Postby Teodor Kalamov » Fri Dec 17, 2010 9:21 am

I am currently adjusting the AGE system for the SW universe and all I can say is that it is perfect. The Magic system can easily be adjusted as the Force system, most talents only need some renaming in them (add some force-related talents as well, lightsabers, too!)

So, what game are YOU adjusting to the AGE system?
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Re: Star Wars with the AGE system.

Postby Amon » Fri Dec 17, 2010 1:11 pm

Okay, I must admit Star Wars with AGE sounds pretty awesome. Please post your changes at some point! :D Would love to give it a whirl (too lazy to do it myself ;) )
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Re: Star Wars with the AGE system.

Postby Andferne » Fri Dec 17, 2010 1:17 pm

Might be interesting to try a super hero type rpg with this system. The mana could represent how often they are capable of doing their super powers.
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Re: Star Wars with the AGE system.

Postby Snorb » Sat Dec 18, 2010 2:35 pm

Strange as it sounds, I'm doing a homebrew fantasy campaign for a few friends of mine. (A non-DA game- generic races that work the same as backgrounds.)
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Re: Star Wars with the AGE system.

Postby Ryngard » Sun Dec 19, 2010 5:19 am

I would love a well done Star Wars RPG (WotC's version were ok, some parts better than WEG's, some not but overall I wasn't happy with it) and the AGE system might be a good fit!
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Re: Star Wars with the AGE system.

Postby Teodor Kalamov » Sun Dec 19, 2010 6:55 am

Here are some of the things I've done with it. System - absolutely the same as the DARPG, the stunts are the same for the "primitive" (not lightsabers) weapons. I will make special lightsaber stunt tables.
I made 5 classes, each with 4 specializations (I have yet to finish them, all I can say is - Sith spec for Jedi)
Jedi
Bounty Hunter
Smuggler
Scout
Soldier

The Magic system is renamed the Force system and the Magic stunts became Force stunts (replace where necessary - magic with force). I took out all the Force powers from Knights of the Old Republic and converting them for the AGE system.

The three starting backgrounds I have so far are:
Human
Mandalorian
Twi'Lek

Added a few new talents, one of them is Lightsaber forging, which lets you change the colour and crystal of the lightsaber.

Added new weapons as appropriate (blasters, grenades), along with new weapon focuses and new focuses (Arcane Lore became Force Lore, for example), the Magic focuses (and the ability itself) became Force focuses, that include Universal powers, Light side powers and Dark Side powers.

More to come. I'll add Space Ship rules, too!
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Re: Star Wars with the AGE system.

Postby La Cipolla » Mon Dec 20, 2010 2:39 am

Like the general idea!

I would definitely stick with 3 classes (the usual, +mage is jedi) and make bounty hunter and stuff specialisations. If your game isn't focussed on action so much, add the Specialist or something alike for diplomats, traders and so on.

Let's think about it a minute. We would have to write down: Backgrounds, Talents, Foci, Force Powers, Equipment. It's really not to much work... I like it. :)
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Re: Star Wars with the AGE system.

Postby Ryngard » Mon Dec 20, 2010 2:58 am

Yeah three classes...

Soldier (Spec: Trooper, Bounty Hunter)
Scoundrel (Spec: Smuggler, Pilot?, Assassin)
Force-User (Spec: Jedi Knight, Sith, etc)

That would let you pretty much have specializations that fit.

You can have Talent trees (Jedi, Sith, etc) for the specific Force Traditions. Include lightsaber stuff in them... a full talent to just change a crystal is a bit much.

You could even tie it into Bioware's Star Wars: The Old Republic MMO coming out... try to match stuff to it. It could work. ;)
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Re: Star Wars with the AGE system.

Postby Klaus Æ. Mogensen » Mon Dec 20, 2010 3:05 am

For classes, I would go Jedi, Pilot, Fighter

Jedi of course have access to Force powers and lightsabres
Pilots are all-rounders like Rogues, good with small arms, stealthy, and of course good pilots
Fighters have access to body armor and heavy arms

Specializations perhaps:
Jedi: Jedi Knight, Sith, Failed Jedi (from the old WEG game)
Pilot: Fighter Pilot, Trader (Merchant/Smuggler), Scout (Explorer/Prospector)
Fighter: Soldier (Rebel/Trooper/Mercenary), Bodyguard, Bounty Hunter

I would have several human backgrounds; say, Core World (like Coruscant), Old Colony (like Naboo) and Frontier (like Tatooine).

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Re: Star Wars with the AGE system.

Postby Sidmen » Mon Dec 20, 2010 3:54 am

Klaus Æ. Mogensen wrote:For classes, I would go Jedi, Pilot, Fighter

Jedi of course have access to Force powers and lightsabres
Pilots are all-rounders like Rogues, good with small arms, stealthy, and of course good pilots
Fighters have access to body armor and heavy arms

Specializations perhaps:
Jedi: Jedi Knight, Sith, Failed Jedi (from the old WEG game)
Pilot: Fighter Pilot, Trader (Merchant/Smuggler), Scout (Explorer/Prospector)
Fighter: Soldier (Rebel/Trooper/Mercenary), Bodyguard, Bounty Hunter

I would have several human backgrounds; say, Core World (like Coruscant), Old Colony (like Naboo) and Frontier (like Tatooine).

- Klaus
I would suggest renaming your Pilot to "Scoundrel" and have pilot be a specialization.

Something you might want to think about is disconnecting Specializations from original Class. Letting a fighty-fight character shift into a more rogue-y specialization or a sneakity-sneak character shift into a more "sturdy" character.

On second thought, that probably works better with my extensive house-rules that make classes "suggestions".
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Re: Star Wars with the AGE system.

Postby Teodor Kalamov » Mon Dec 20, 2010 3:57 am

You people made me rethink and rewrite the classes (and specializations) sections :lol:
Well, except the Jedi specializations. They are like from KOTOR (Jedi Guardian/Knight, Consular, Sentinel and the one I added, Sith).
For the classes, maybe Force-user, Soldier and Scoundrel would be most appropriate.
For Soldier specs I made Assault, Defense, Engineer and Medic.
For Scoundrel, I would make Bounty Hunter, Scout, Smuggler and... don't know, Pilot, maybe?

Digging the feedback. And, well, a full talent for Lightsaber forging is appropriate for me, that is. Don't know why is it wrong, I personally couldn't forge lightsabers. :lol:
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Re: Star Wars with the AGE system.

Postby Teodor Kalamov » Mon Dec 20, 2010 7:51 am

Rockheim wrote:Here's a crazy idea...What if you didn't have classes like Dragonage.

What if you created a generic begining class to start. That works just like any of the basic classes (I.e. Talents every odd level etc.)

Then start with 2 "backgrounds" One for race and the other for whatever you wanted to start as (force user, warrior, pilot, etc)

Then you make the specializations (Jedi, Bounty Hunter, Ace Pilot) focus the character down a specific path.

It would require alot of specializations. But might be interesting to see the different characters the players can make.

That is the one aspect I liked about SW Saga with their talents idea. Even though you have several characters taking the same class they can all come out different depending on the talents they took. I can see much the same with this.


Too complex for myself.
That's why it's home brew, after all, made by myself how I'd like it to be, and not pay 2 million a year :lol:
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Re: Star Wars with the AGE system.

Postby Teodor Kalamov » Mon Dec 20, 2010 9:17 am

Any suggestions for the Scoundrel (Rogue)? I can't just shamelessly copy the Backstab, it doesn't even fit the Star Wars universe.
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Re: Star Wars with the AGE system.

Postby Teodor Kalamov » Mon Dec 20, 2010 8:48 pm

Rockheim wrote:
Too complex for myself. That's why it's home brew, after all, made by myself how I'd like it to be, and not pay 2 million a year


I guess I am curious what you consider "complex" is. considering we are using the Dragon Age system which is about as easy a system as it comes (From my experience).

The no-class systems always seemed like a bit too much with me s'all. :)
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Re: Star Wars with the AGE system.

Postby Klaus Æ. Mogensen » Tue Dec 21, 2010 2:16 am

Teodor Kalamov wrote:Any suggestions for the Scoundrel (Rogue)? I can't just shamelessly copy the Backstab, it doesn't even fit the Star Wars universe.

Perhaps the ability to cause distractions? E.g. Dexterity (Legerdemain) vs. Perception (Hearing) to throw a small object, causing guards to look in the direction of the sound long enough for the scoundrel to slip by them.

Or the ability to ricochet laser attacks from walls and thus attack around corners, with -2 on attack, perhaps requiring a Perception (Seeing) test with difficulty 12 to try.

Or perhaps just a dodge bonus (+2 defense) while not wearing armor.

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Re: Star Wars with the AGE system.

Postby Klaus Æ. Mogensen » Tue Dec 21, 2010 2:31 am

Rockheim wrote:Here's a crazy idea...What if you didn't have classes like Dragonage.

Could work!

1. Generate stats.

2. Choose a racial and an adolescent background - with adolescent backgrounds like backwater hick, street scum, royalty, spaceborn, diplomatic corps, army brat, jedi training, etc.

3. Each level, increase one ability (never the same twice in a row), choose one talent, one focus and one proficiency (weapon, force power, tech, or vehicle), and gain health and force points.

That's all! You may need to create some new talents to substitute for class-like abilities.

- Klaus
Last edited by Klaus Æ. Mogensen on Tue Dec 21, 2010 4:52 am, edited 1 time in total.
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Re: Star Wars with the AGE system.

Postby La Cipolla » Tue Dec 21, 2010 4:22 am

I think Backstab does fit the setting. You don't have to picture it mainly as a knife in the back, but more like an unexpected blaster shot in the back. :green:
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Re: Star Wars with the AGE system.

Postby Teodor Kalamov » Tue Dec 21, 2010 5:25 am

La Cipolla wrote:I think Backstab does fit the setting. You don't have to picture it mainly as a knife in the back, but more like an unexpected blaster shot in the back. :green:

Han Solo shot first.
Although his shots are always as powerful as backstab shots :P
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Re: Star Wars with the AGE system.

Postby baronzaltor » Tue Dec 21, 2010 11:35 pm

a class system and/or "feat/talent" heavy system inevitably pigeon holes star wars too much.

iconically star wars character do everything..they are great pilots, great fighters, everyone can fix things, everyone can drive things and so classes will always prevent it from feeling "star warsy" most of the time. at the least, it needs to be a class system that allows for multi classing to allow for all the characters who dabble in myriads of specializaties and skills we see in the movies/books.

star wars as a setting (in my opinion) is just too big for the AGE system.
backgrounds would be a nightmare...since star wars has 10000000000 possible races, worlds, social stations, positions, factions, etc to consider.

AGE system also doesnt have a lot of rules for things like hyperspace, space combat, jetpacks, nor does it have a "light/dark" mechanic for its magic.. basically by the time you write in everything that would need to have been included, then reflavored all the dragon age spells into force powers, then made the missing force powers, then made up vehicles, and made up new back grounds, youll have written up your own new system that happens to include stunt points.

the combat system also presumes armor being common...which is the opposite in the star wars setting where armor is generally only worn sporatically.

personally i think star wars would be better in a classless system like savage worlds (which would still basically require tons of legwork), but savage worlds is much more pliable and rich system that is made for applying full settings like star wars on it.
Last edited by baronzaltor on Tue Dec 21, 2010 11:56 pm, edited 1 time in total.
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Re: Star Wars with the AGE system.

Postby baronzaltor » Tue Dec 21, 2010 11:54 pm

Teodor Kalamov wrote:
La Cipolla wrote:I think Backstab does fit the setting. You don't have to picture it mainly as a knife in the back, but more like an unexpected blaster shot in the back. :green:

Han Solo shot first.
Although his shots are always as powerful as backstab shots :P


a running joke we have always had with star wars is that han isnt a rogue..its a huge misconception about him for years of game development, because in the movies he generally fails spectacularly at rouge skills or just acts like a fighter.

han solo routinly fails at "roguish" things which the class normally excells at:

-cant keep his ship repared
-cant bluff past the death star comm officer over the "weapons malfucntion"
-fails to sneak up on the biker scout..upon that proceeds to beat him into a tree instead.
-fails to hotwire the door to the sheild generator on endor..infact he worsens it
-upon landing in a garabage dump his first plan is to just shoot the wall rather than examine the lock on the door
-is against a plan that involves disguises. (nay says the storm trooper disguises)
-fails to realize the TIE fighters were "letting him go" and that his ship has a tracker on it.
-first reaction to seeing darth vader is to pull his blaster and fire wildly (which granted would be anyones reaction..but still seems a fighter thing to do)


heres some Han quotes-
"bring em on! I perfer a straight fight to all this sneaking around!" Do those sound like the words of a "rogue" character?

"they arent taking me without a fight" again..sounds like the fighter players ive run with moreso than the rogue players.

i think hes more of a fighter who is a good pilot with a good ship

if han is a rogue, hes not a very good one... seems like he wants to solve all his problems with his blaster, and isnt very good at sneaking, bluffing, or technical skills. infact, id say he is the least perceptive character in the cast.
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Re: Star Wars with the AGE system.

Postby Klaus Æ. Mogensen » Wed Dec 22, 2010 2:43 am

baronzaltor wrote:a class system and/or "feat/talent" heavy system inevitably pigeon holes star wars too much.
Iconically star wars character do everything..they are great pilots, great fighters, everyone can fix things, everyone can drive things and so classes will always prevent it from feeling "star warsy" most of the time.

I agree that a class-less system would be best, and I did make a suggestion for how to make one. However, DA, unlike most systems, actually does allow all characters to do pretty much anything, since the system doesn't have skills per se, just focuses that add +2 to a field of knowledge.

I agree that the magic system in DA doesn't port that well into an SW Force system. DA spells are all about damage, whereas Jedis mostly do telekinesis, sensing and mind tricks. However, I don't think it would be too difficult to make a talent-based system for that, based on a new Force ability that replaces Magic. Light Sabers would of course use Force, rather than Strength, for attacks and damage bonuses.

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Re: Star Wars with the AGE system.

Postby Teodor Kalamov » Wed Dec 22, 2010 2:55 am

Klaus Æ. Mogensen wrote:
baronzaltor wrote:a class system and/or "feat/talent" heavy system inevitably pigeon holes star wars too much.
Iconically star wars character do everything..they are great pilots, great fighters, everyone can fix things, everyone can drive things and so classes will always prevent it from feeling "star warsy" most of the time.

I agree that a class-less system would be best, and I did make a suggestion for how to make one. However, DA, unlike most systems, actually does allow all characters to do pretty much anything, since the system doesn't have skills per se, just focuses that add +2 to a field of knowledge.

I agree that the magic system in DA doesn't port that well into an SW Force system. DA spells are all about damage, whereas Jedis mostly do telekinesis, sensing and mind tricks. However, I don't think it would be too difficult to make a talent-based system for that, based on a new Force ability that replaces Magic. Light Sabers would of course use Force, rather than Strength, for attacks and damage bonuses.

- Klaus

I solved the Force power problem by converting the Knights of the Old Republic force powers to the Age System, divided by the three categories (each has a focus for it self, and talent, too) - Universal, Light-side and Dark-side.
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Re: Star Wars with the AGE system.

Postby Phelan » Fri Dec 31, 2010 3:19 am

I had a similar thought on a Star Wars/DA mix the other day. But, I´m gonna go with the Star Wars d6 second edition (or WEG general d6 system) and just add on the stunt points from DA. Also, I think I would make number of stunt points not dependent on the Dragon die but on how much over the Difficulty/Target number you roll and add more expensive stunts. That should allow for skilled characters to really dominate vs goons and should work well in a heroic setting like Star Wars.

Cheers
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Re: Star Wars with the AGE system.

Postby Trigan » Fri Dec 31, 2010 12:57 pm

I've found that by stripping out backgrounds and classes AGE works pretty good as a generic RPG system without having to do a lot of system building. I've done a bit of testing of my idea and it's working well so far. I'm hoping to get some regular playtest sessions going in January, using it for a sci-fi game.
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Re: Star Wars with the AGE system.

Postby Teodor Kalamov » Wed Jan 12, 2011 8:56 am

Star Wars AGE RPG coming soon... if you give suggestions for a 4th Scoundrel specializations (the 4 included are Bounty Hunter, Scout and Smuggler).
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