Star Wars: The Roleplaying Game (WEG/d6)

Ülevaade

Star Wars: The Roleplaying Game - retroactively nicknamed Star Wars d6 to distinguish it from later games sharing the same title - is the original licensed Star Wars tabletop RPG, designed by Greg Costikyan and published by West End Games from 1987 until the company lost the license in 1998. It ran on the D6 System, adapted from rules Costikyan and colleagues had built for the 1986 Ghostbusters RPG, and its emphasis on speed and cinematic flair over rules complexity made it a strong match for the trilogy's pace.  The game passed through three main rulebook versions - 1st Edition, 2nd Edition, and 2nd Edition Revised and Expanded - before the license moved to Wizards of the Coast for a d20 version in 2000, and later to Fantasy Flight Games (2012-2020) and then Edge Studio, an Asmodee subsidiary, who currently hold it. It won the Origins Award for Best Roleplaying Rules in 1987, and its sourcebooks were considered canonical enough that Timothy Zahn was reportedly handed a box of them as reference material when writing the Thrawn trilogy - Fantasy Flight Games released a deluxe 30th Anniversary reprint of the original rulebook and sourcebook in 2018.

Description

Playing Star Wars d6 means playing smugglers, rebels, bounty hunters, or Force-sensitive heroes across the classic trilogy era - and, through later sourcebooks, well beyond it - using a system built to move fast and feel cinematic rather than simulate every detail. Skill checks roll a pool of six-sided dice tied to a broad Attribute, like Dexterity or Knowledge, plus any specific skill dice a character has invested in, with one die always a different color: the Wild Die, which can either blow a roll wide open on a 6 or threaten a complication on a 1.  It's a rules-light, pulpy game built to run a session the way the original trilogy actually plays - fast banter, faster blaster fights, and Force powers that feel genuinely special.

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The D6 Dice Pool

Skill checks roll a pool of d6s built from an Attribute plus any invested skill dice, adding the total against a target number - a simple, fast resolution method that keeps the pace cinematic rather than bogged down in modifiers.

The Wild Die

One die in every pool is always the Wild Die: rolling a 6 lets a player reroll and add it again, potentially exploding further, while rolling a 1 risks a complication. It adds real tension and swing to even routine rolls without slowing the game down.

Force Points and Character Points

Force Points let a hero temporarily double their entire dice pool for a dramatic, over-the-top action-movie moment, while Character Points are earned after sessions and spent either to boost a single roll or saved up to permanently improve a character over time.

Dark Side Points

Force-sensitive characters who take dark, selfish, or cruel actions accumulate Dark Side Points, mechanically tracking a slide toward the dark side that can eventually change how a character - and their access to the Force - actually functions

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