Play structure:
Make characters: 1. Name. 2. Type: Jedi Wanna-be, Jedi Knight, Jedi Master, Troop, Troop Leader, Wookie, or Smart-Ass 3. Description 4. Pick 4 skills that character will always fall back on.
Resolution Mechanic: Roll d6. If Jedi Wanna-be, Troop, or Smart-Ass then 1-3 equal success. If Jedi Knight, Wookie, Troop Leader then 1-4 wins. If Jedi Master 1-5 wins. If fail, $hit hits the fan. The GM ends scene in a bad way and starts a new one. PCs never die. Each group must have one 1-3 success type and can have only one Jedi Master. Everything said by a player happens, but if the roll fails it didn’t do enough to influence the scene.
Scenes: Action happens in scenes. The GM describes the scene. Picks a number for how many successes are needed to complete the scene, writes it on a hidden piece of paper. GM makes $hit happen. Players respond using their character’s skills. If successes pass the number to complete scene, move to next scene.
Types of Scenes: Running, Chasing, Fighting, Training, Charactering or Negotiating. Each game must have 4 of these.
Special Scenes: Opening Scene (GM lays it out), Ending Scene (Players wrap it up and set up next game.) Each game starts with an Opening Scene and Ends with an Ending Scene.
Winning or Losing: Pick a number of total scenes you want to play. Each scene probably takes 7 minutes. Tally number of scenes ended in a bad way and number success scenes. Then play end scene.
>Success = Ends like Episode IV – Kind of happy, but a little dark.
>Bad Way = Ends like Episode V – All seems lost.
All Success = Ends like Episode VI
All Bad Way = Ends like Episode III
= Ends like Episode II
Everyone quit early = Ends like Episode I
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