Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Saturday, March 03, 2012

Retconning Gone Wrong

Warning:  Extreme Geekery Ahead!

I love Star Wars, but I increasingly dislike most everything outside of the original trilogy.  There's simply too much out there, to the point that people are forgetting why some things were introduced in the first place.  Case in point:  back-up hyperdrives.


The back-up hyperdrive was invented to cover a plot hole in The Empire Strikes Back.  When the Millennium Falcon's hyperdrive goes out in the Hoth system, they somehow are still able to make their way to the Bespin system.  How did the Falcon travel from there if its hyperdrive wasn't working?

This was solved early on in the West End RPG by saying that all ships larger than a starfighter have a back-up hyperdrive.  Much slower than the main drive, and with less endurance, you'd still want to get the main fixed as soon as possible.  It was basically the equivalent of a "donut" spare on a car.  Thus, a plot hole in the movies is fixed to nearly everyone's satisfaction.

Fast forward a couple of decades and back-up hyperdrives are now an accepted part of Star Wars lore, but the people behind the new Haynes Millenium Falcon Owner's Workshop Manual seem to be clueless as to why it was introduced in the first place.  Instead, they see it as introducing a plot hole, because why would the Falcon have needed repairs if they had a back-up?  Thus, they say that due to the extensive modifications made to the ship, the primary and back-up hyperdrives share a motivator, so when the motivator goes out on the Falcon it takes out both!

Congratulations, you just undid the whole reason the back-up was introduced in the first place, and we must once again wonder how the Falcon got from Hoth to Bespin without Han and Leia having died of old age during the journey!

Sunday, February 26, 2012

The DarkStryder Campaign

The DarkStryder Campaign is a series of products that are now over 15 years old, created for the West End Games Star Wars RPG.  It is an attempt to create an extended campaign for the system spread over one boxed set and three modules.  It provides some great adventure ideas and character concepts, but as a playable campaign out of the box it's a failure.  I'm reviewing it now because I only recently had the chance to read through the whole line while preparing for a Star Wars game I'm running.

I'll be including some possible spoilers in this review, so on the off chance that you expect to actually play in a DarkStryder Campaign I'll summarize here and suggest that you not read the rest:  don't do it, unless the GM is simply using the published material as inspiration.  If they are actually going to try to run it as published, then expect to be both frustrated and disappointed.

First, the good stuff.  Much of the setup is great.  The New Republic is stretched thin trying to mop up the Imperial remnants following the Battle of Endor.  They have just liberated the capital of the Kathol Sector, decisively defeating Moff Sarne, although the Moff himself got away.  Kathol Sector is a backwater sector on the edge of what was once the Empire, and now that the Moff has been defeated, the New Republic fleet must move on to more important matters, leaving only a token force to track down the defeated Moff.

The players are that force.  They are given the FarStar, an aging Corellian Corvette formerly under the control of Moff Sarne.  The ship had been undergoing a complete refit and conversion under the Moff, being retrofitted with a docking bay for carrying fighters, along with some other upgrades.  Getting it spaceworthy in time to be useful requires a great deal of effort and jury-rigging.

The crew is a mixed bag with a handful of elites along with unwanted castoffs from the rest of the fleet, and a large number of volunteers recruited from the newly liberated world.  The latter includes a volatile mix of both victims and servants of the former regime (most of the latter attempting to keep their pasts a secret).  Many of the pre-generated characters have interconnected backgrounds that could provide fodder for great roleplaying.

The result is a crowded ship with every spare corner filled with supplies, cables and conduits running everywhere, and a crew that is sometimes suspicious of each other and often irritable due to the conditions.  It reminds me a bit of the atmosphere of the re-imagined Battlestar Galactica.

Several of the adventures that are scripted for the FarStar to go through have good ideas, and the nature of the situation they are in provides a lot of inspiration for other ideas.

Now for the bad stuff.  The situation provides some good ideas for carrots and sticks to keep the players on track, but the campaign as written doesn't use them.  Instead, it sets the FarStar solidly on a set of rails and gives it a solid push to get it going.  This is possibly the most railroaded campaign I've ever seen.

If the player characters include the command crew, as is suggested, then they will often find major decisions taken out of their hands and instead decided by GM fiat.  If they don't include the command crew, then they will simply be spectators as the major events of the campaign go on around them.

In addition, many events over the course of the campaign are fated to happen in a specific way, including some characters leaving the campaign through death or desertion (remember, these are likely to be player characters, not NPCs), as well as major plot points both good and bad for the players.  In some cases deus ex machina appears to have been the first resort of the designers rather than the last.  This applies from the first scene where two of the main characters are removed from the story no matter what the players do (remember, these are likely PCs) to the climactic battle where multiple fleets inexplicably appear to join in the battle, somehow managing to navigate through an incredibly dangerous area of space that the FarStar itself only managed to get through because they had the only navigator known to be able to do it!

There are also a lot of plot holes in the story when it's looked at too closely.  The DarkStryder technology that is supposed to be the reason why the New Republic can't just let the Moff get away doesn't really seem to be that powerful.  It consists of ultra-rare, one-use items that only have a limited effect on a small scale.  A far bigger threat is the Moff's fleet, which includes multiple Star Destroyers.  The reasons why the Moff doesn't use this fleet to retake the capital after the New Republic fleet moves on are flimsy.  The reasons why the FarStar doesn't immediately fall back and call for reinforcements after learning the Moff has Star Destroyers are non-existent.

In fact, there's very little explanation as to what the FarStar is supposed to do once they find the Moff.  There's talk about them calling for reinforcements, but it takes months for the FarStar to get to its destination, and yet they expect reinforcements to arrive almost instantly?  Admittedly part of the time involved is because they have to find star charts along the way, but it would still be a lengthy trip for anyone following them, especially due to the navigational difficulties mentioned earlier.

The final book in the series includes some designers' notes that shed some light on how these problems likely came about.  A lot of the adventures in the series were written on a very short schedule that would have left little time for review of the finished work before publication, let alone any playtesting.  Also, external factors sometimes altered the original intent, such as when the choice to use cover artwork that included a Star Destroyer forced the last minute inclusion of a Star Destroyer into an adventure that hadn't previously included one.

Overall, the DarkStryder Campaign is worth mining for inspiration, but appears to have been created with little regard to how gaming groups actually operate at the table.  Something that may have been excusable had it been written back in 1985, but which designers in 1995 and 1996 should have been better able to take into account.

Monday, July 04, 2011

Canon Tricks

Now that I've discussed my feelings on canon in RPGs, I thought I'd discuss a specific case in a bit more detail: Star Wars canon. As I mentioned before, my personal Star Wars canon is the original trilogy. One thing I'd consider doing when running a Star Wars campaign is establishing beforehand that one or all three of those movies were canon, but that nothing else was.

There are an amazing amount of things you can do when you only accept what appears on the screen as canon. For example, what if I say that only Star Wars is canon? Suddenly Vader may really have killed Anakin, and Luke and Leia might not be brother and sister

One of my earliest Star Wars RPG scenarios that I created had my players as the ones that delivered the Death Star plans to Princess Leia. This was back when West End Games had the license, and the only thing we knew officially about the Bothans was that a lot of them died. That's all that the movies tell us, and even that could have been misinformation, or misdirection. After all, in a Galactic Rebellion chances are the lines of communication aren't perfect. Mon Mothma could have been wrong about all the Bothans dying, or maybe all those Bothans died as part of a distraction to allow someone else to actually deliver the information. That someone being the PCs.

Let's go back to that first idea though, that only the first movie is canon. Now, let's rewind the timeline back to the prequels. Now we can tell stories of Anakin and Ben that are wide open. Either as a PC or NPC, the players can never be sure if Anakin is going to become Vader, or if Vader is going to kill him. We can play with Ben Kenobi as well. There's an old fan theory that predates the prequels that says that Obi-Wan Kenobi was actually OB-1 Kenobi, a clone of Ben Kenobi. This suddenly puts the fate of Ben Kenobi up for grabs. Was Obi-Wan Ben, or a clone? Play the game and find out!

These are the kinds of things that you can't do if you slavishly follow canon, and I think they're incredibly interesting stories to explore.

Tuesday, May 04, 2010

May the 4th Be With You!

No, I'm not typing with a lisp, it's International Star Wars Day!

I just can't let this date go by without some sort of comment, so here it is!

Sunday, November 02, 2008

The Force Unleashed

I'm a sucker for Star Wars. I'm not a complete fanboi anymore, I have yet to see the Clone Wars movie and I think a lot of the prequels sucked, but I am still a big fan. As a result, I consider The Force Unleashed to be a mixed bag.

It's one of the better stories to come out of the Star Wars franchise in a while, but the gameplay is mediocre at best. You play Galen Marek, the Starkiller, apprentice to Darth Vader. Through a series of missions the story of the birth of the Rebellion unfolds, as well as the personal struggle between light and dark within the Starkiller. The story has a good mix of solid drama, action and the feel of Star Wars. Guest appearances by characters from the prequels, the original films and the expanded universe all serve to tie the story more closely into the Star Wars universe. The new characters introduced into the game are worthy additions as well, particularly Order 66 survivor Jedi Master Rahm Kota.

Unfortunately, the gameplay itself is repetitive at best and annoying at worst. For me good game design allows for multiple solutions to a problem, but the Force Unleashed only has one correct solution to each problem, and worse yet, similar problems often require different solutions, making a mockery of logic. For example, locked doors. In a good game you should be able to approach a locked door in multiple ways: bash it down, pick the lock, or find a key are three good options. In The Force Unleashed each locked door can only be opened in one arbitrary way, and it's not always the same way. Some times through use of the Force push power, sometimes through the use of the Force lightning power, sometimes through use of the Force grip power, but always only one of the three will work and you never know which one until you try. It's silly and frustrating.

Worse, the game has jumping puzzles. I hate jumping puzzles. At one point in particular I had to fight through half a dozen enemies, use Force grip to raise a platform, jump onto the platform, then jump onto a further platform. The problem was that the platform was at the extreme limit of my jump range, and took me several tries to get across. Each time I failed I had to fight through the same bunch of enemies. Worse still, while the enemies weren't difficult to beat, they were annoying to fight. This leads to another problem.

Frustrating and annoying is not the same thing as challenging. Opponents that constantly knock you off your feet so that you can't do anything are not challenging, they are just frustrating. The game has too many of them. It isn't as bad as it could be, but it is bad enough.

Finally, there are some un-Star Wars like game mechanics. The most obvious is that the lightsaber is pathetically weak. Even at the highest damage bonus levels it takes multiple strokes to slay simple Stormtroopers. I understand it's tough to allow for movie like damage capability while making for interesting game play, but it's still annoying.

Fortunately, the game is still worth playing if only to get the story. Unfortunately, it's not going to be worth playing again, not even to unlock the alternate ending cinematic (which you can find with a quick google search anyways). Lack of replayability, combined with a relatively short playtime, means I'd recommend renting this one.