Sunday, June 23, 2024

In good company

I came home on Friday evening, after enjoying a few beers with some friends, to find my son (9 years old) had drawn this. 

He told me that it is an Old West cowboy town. 

I'm proud of him!


Wednesday, June 19, 2024

Chess Anxiety and RP Themes

 

Edie Cossaboom (not their real name) is a friend of mine, and posted this on FB today. It resonates with something I've been considering about RPGs for a while now, especially those of the more narrative bent. But trying to put into words twice now and being unsatisfied with how I'm explaining my thoughts, I think it might be better if I just post this here and let the reader interpret it as they like.

Monday, June 17, 2024

Cathartic Play in Action: The Despair System

Yesterday, I was introduced to Shane, a game designer living nearby, who is working on a narrative (Forge style) role playing game that he calls The Despair System. As you would guess from the name, it's about putting your characters through Hell to see how long they can hold out against creeping doom and hopelessness. 

I don't want to give away too much about the system, as he's still play testing, and things are subject to change due to our feedback. But I do want to talk a bit about the experience. 

I addition to Shane and myself, Dustie and Scott who I have played with extensively online over the past few years, and Keith, who I met for the first time, were the other players. I only met Dustie face to face for the first time at Richard's last Call of Cthulhu game, and this was the first time for me to meet Scott face to face. It was still comfortable for me, since I have played with these two quite a bit, and Shane and Keith were both friendly and easy to get along with. 

For the game itself, it started off by making characters and getting some rules explained as we did that. One interesting bit is that Shane had told us to bring pens, not pencils. In this game, once something goes on your sheet, it might get crossed out, but it never changes. Things get added through play. 

The system is setting neutral, and I mentioned in my previous post that Shane had us vote on what sort of setting we wanted, and it was Vikings. We'd had time to consider what sort of character we wanted to play. I think I had given it the shallowest thought. Or maybe Scott. Dustie and Keith had much more detail in mind when we came to the character creation portion. 

My pre-planning, knowing only that it was "Vikings making one of the earliest voyages West" was that my character, Wehostan the Wanderer, had been to Gardariki (Russia) before with his uncles, and that his father was an iron miner (brothers, too) and didn't want his son heading out on expeditions, but mining was the last place Wehostan wanted to be. 

Shane gave us character sheets with six lines, each with a d6 die face, arranged from high to low, and told us the six attributes he was using for this game. The attributes might be different for other genres. In a previous play test with Scott, they had done a Wild West themed game, and the attributes were not the same. So you can customize it to fit the theme, genre, and mood. Players can arrange their six attributes as they like, putting one next to each die face. Each had a bonus of +2 (the six, four and two faces), +1 (the five and three faces), or 0 (the 1 face).

After that, each character got to select a pair of traits, one positive and one negative. My positive was Wanderlust, and my negative was Superstitious. These were each connected to one of the attributes, and if a roll on that attribute would be affected by it, it resulted in getting to reroll a die of your choice if positive, and the highest die if negative. 

The mechanics were a bit convoluted for this sort of story game. Not that any particular mechanic was difficult, but there are a lot of different types of checks (all checks are rolled with 4d6, and those +1 or +2 bonuses can be used to modify one single die that was rolled). The "game" part of this is basically bargaining your creeping Despair, which is signified by filling in pips on the die faces and the bonuses for attributes. The Referee is working to put the characters into situations where they are challenged, and have the potential to earn Despair points. The more Despair you earn, the easier it is to gain more Despair, so the game is basically build around the idea of the death spiral. Even if you succeed on a check, you might still earn points of Despair while doing so. There are a few ways to mitigate how much despair you earn, but no way to remove Despair once it's on your sheet. If a die face has all pips colored in (and the one face starts filled in), then any result of that number gives you a point of Despair. If you fail a roll, the difference in your highest number rolled and the target number is the amount of Despair you gain (in addition to any from "dead" dice). So the more Despair, the more dice will give you Despair.

The specific mechanics aren't so important to my analysis right now, though. What I found was that while the game itself is leveraging the various mechanics of your roll (or bargain to avoid a roll), the creeping death spiral of Despair is actually more effective than my recent experiences of Call of Cthulhu. Don't get me wrong, I'm having fun in our CoC game. And maybe Richard has been going easy on us. But we haven't had that much Sanity loss, and I don't think we've suffered a character death at all so far. The Despair System is designed to force Despair points on you, so that you can't escape falling victim to it if you play long enough. 

Narrative games like this aren't really my style of game, but as a one-off (or maybe two, Shane asked if we'd be interested in giving it another try), it was kind of fun. Because he was play testing, Shane skipped us through a lot of things. He would put us into certain situations, and not give us full freedom, but he did say that in a regular game there would be more player input and choice in the story, and more back and forth role play time. 

While it was a little off-putting at first to have him just dictating scenes and then making us roll (or test our abilities in other ways), after a few scenes I got used to it, and it actually made more sense. He needed us to test the mechanics, but also, the whole point of the game is to experience mounting despair in your character, as things that were easy to do at the beginning of the session get progressively harder and harder to accomplish, or at least harder to accomplish without adding more Despair points. We only made it half-way through the story line Shane had prepared, and none of us topped out our Despair, but I was pretty far gone, having lost the two, three, and four die faces, having taken on a second negative trait, and having crossed out two of my abilities (crossed out abilities could still have checks made, but at a penalty of removing the highest value die rolled on that check). Wehostan was not in good shape. 

It was an unusual experience, and I'd like to try this game again in a non-playtest mode before I make any final judgments on it, but it seems to me like Shane has put a lot of thought into how to make this game so that it provides the experience he would like for it to. Some more traditional, old school, or new school players may be put off by the game, but if you go into it knowing what it is, it can be a fun experience. And it was definitely more coherent in form and function than some other story games I've played in the past.

Friday, June 14, 2024

Escapist Play vs Cathartic Play in RPGs

On Sunday, I've been invited to take part in a play test session for a local guy (I've never met him before) who is working on his own game. Of course I said yes. 

He sent us a message a week or so ago with a few options for a setting for the play test. 

  • American Western
  • Late Middle Ages
  • Modern Day
  • Warhammer 40k
  • Near-Future Sci-fi
  • Viking Age

Viking Age ended up the winner, which is good. It was my #1 choice out of those (WH40K being bottom of the barrel for me).

I don't know much about the system yet (I was told "Bring 4d6 and a pen, not a pencil"), but from a few clues, and from a message he sent yesterday with some of his expectations for the game (not just vikings, but 8th Century horror set in Northern Europe at the dawn of the Viking Age), it was pretty obvious to me that he's working on a Forge style Story Game, rather than an old school or new school style Adventure Game. 

I'm not the biggest fan of the story games side of the hobby. I haven't had the best experience with them, because I find that either the mechanics support a GAME, in which case it takes a lot of force to make the right sort of story emerge, or else the mechanics support a STORY, in which case there's not really a lot of relevant game play to keep things interesting. 

I'll post my thoughts on the session, his game system, and everything next week, of course. For now, though, preparing for this game has got me thinking about that dichotomy. 

JB at BX Blackrazor has started calling his games Fantasy Adventure Games (FAGs... yeah, he knows) rather than RPGs. I think he may be on to something. Whether it's OD&D, Gamma World, 5E D&D, Traveller, any of the myriad of Palladium system games, various licensed property games like any edition of a Star Wars RPG, they all have one thing in common. They're primarily escapist. 

You get to create a character and go on adventures. Maybe you become a great hero or villain, maybe you get slain by a kobold or shot by the first stormtrooper to cross your path. It's exciting, it's fun, it's a way to get away from all the stress of your daily life. 

It's like going to see the latest MCU movie in the theater. A fun afternoon. Or it's supposed to be, anyway.

Sometimes, that silly popcorn movie of a game impacts you deeply in some way. And when it does, it makes us love the game all the more. But we're not expecting the game to change us in a deep way every session. It's part of the game, actually. Whether the session will be exciting or boring, pedestrian or deeply moving...that's all up to chance. It's unexpected. 

Story Games in the mold of The Forge, however, are typically designed to emulate fiction. They want that Three Act, or Five Act, structure that movies have. They also tend to try and explore some theme, linked to emotion and trying to get into the head of someone going through some shit. In that sense, they are a lot closer to the origins of Role Play as a psychotherapy. You're there to explore emotional impacts, traumas, and hard moral decisions in the game. And if the game is well designed, you'll also create an interesting narrative out of the experience. 

It's like going to see an art film at a film festival. It's cathartic. Or is supposed to be, anyway. 

Sometimes, though, that deeply moving, lovingly crafted art film is just a boring dud. You come away from it feeling like you just wasted a few hours of your life, because you couldn't connect to the characters, and the story was purposefully vague or anti-climactic to make some sort of statement. Maybe you kind of get what they were going for, but you still didn't really enjoy the experience. 

And I think for me, one of the reasons this always seems to happen to me when I play more narrative-focused Forge style games, is that I know how the sausage is made. I've studied creative writing and screenwriting. I've been a DM for 4 decades now. I've got insider knowledge on both ends. 

Being able to see how the game mechanics are supposed to craft a five act structure, or manipulate you into feeling just this sort of way about the events in the game...well, I see through it. 

It turns what should be an entertaining, if challenging, art film experience (or literary novel read, take your pick) and turns it into one of those poorly made films where you see every "twist" coming a mile away. Or at least it seems like that for me. 

Still, I'm looking forward to seeing what this guy has done. I may not be the target audience for his game, but that may make me more valuable to him as a play tester. And maybe, fingers crossed, this will change my experience of story games. I'll let y'all know soon.

Saturday, June 8, 2024

The Planes, Boss, The Planes!

I've got the draft of the TS&R Game Master Guidebook edited and formatted. I've sent a segment to a friend who's never run a game to review. If he says the initial advice on how to run a game is good and easy to understand, I'll release the book. If he says it's confusing, I'll spend a bit more time revising. 

Today, I'd like to share an excerpt here. I've taken a different approach to the Outer Planes than Gygax. No Great Wheel in my games. My conception is a lot closer to Mentzer's in the Masters and Immortals sets, which is probably no surprise, but unlike Frank, I really don't care how many square miles or how many planets are in an Outer Plane. I'm not trying to quantify things for Immortals level play. Outer Planes in my conception have always been a mix of mythological afterlife realms and dreamscapes. The ones I've listed here are primarily from myths and legends, a few from more recent fictional works, and a few just from my own imagination. Of course, even the ones from myths and legends have my own takes on what those places might be like. 

Example Outer Planes

The following are examples drawn from myths, fiction, and the author’s imagination. These are not fully fleshed out ideas, merely springboards for each GM to get started creating their own Outer Planes.

Avalon: This plane appears to be a mist-shrouded island, or island chain, with plentiful apple trees. It may be a small plane, or one that is recursive; explorers are not yet sure. Time flows 100 times more slowly on Avalon than on the Prime. It is ruled over by a trio of Enchantress Powers, and they seek to gather great heroes from the Prime, and send them back later when they are needed to deal with a great threat.

Battle World: This plane consists of a single planet in a vast empty void. The planet is made up of a patchwork of bits and pieces from various Prime and Alternate Prime worlds. It is a place of constant battle, with creatures from the various worlds that make up the Battle World, and planar creatures from all over the multiverse constantly engaged in conflict. It is ruled over by a distant and mysterious Power known only as One Beyond All Others. Legends claim that if one faction ever gains complete victory, the faction’s leader will be able to overthrow One Beyond All Others.

Dawn Lands: This plane consists of a variety of planets, each mirroring a prehistoric era. Some planets may contain an anachronistic mix of prehistoric eras. Pre-Cambrian sea creatures, dinosaurs, and Pleistocene beasts roam the various worlds, along with neanderthals and other primitive humanoids. A pantheon of Powers called the Lords of Time rule.

Divine Path: The Divine Path consists of three interconnected planes. Each is an afterlife realm, where spirits of the dead gather, and planar beings serve the Powers of each plane. From the Astral, travelers must first enter Inferno, then travel through Purgatorio, before begin allowed access to Paradiso, if worthy.

Inferno: This lower plane is a huge subterranean cavern of eight concentric rings descending to the central circle. On each circle, the souls of those who failed to live up to their religious obligations are punished by devils. It is ruled over by the Chaotic Power Luferno, who is frozen in the bottom circle.

Purgatorio: This gray and dismal plane is a series of seven mountains, each taller than the last. On each mountain, souls of those who were indifferent to their religious duties toil and struggle to purify themselves, lorded over by yugoloths. The plane is ruled by the Neutral Power Beatria, who washes away memories of the souls after their penance is served.

Paradiso: This bright, cloud-skirted mountain rises high to a glowing sun-like light at its peak, and is divided into seven levels. On each level, angels tend to the souls of those who performed religious duties faithfully. The upper plane is ruled by the Lawful Power Trinity, who resides atop the mountain.

Dragon Mountain: In the midst of a vast, endless sea, a great mountain rises up so high, it can be seen from anywhere within the sea. In fact, boats that turn toward the mountain always find it within a day’s sail, no matter how many days they have sailed away from it. The mountain consists of a variety of biomes, each corresponding to those preferred by various dragons. Gold and bronze dragons live along the coast, blue and brass in the dry plains that slope up from the coast, green and black in the forests and swamps on the far side of the arid slopes, copper and silver on the lower slopes, and white and red on the highest peaks. The planar dragons are the Powers, with Tiamat (Chromatic) and Bahamut (Platinum) ruling over the mountain, while Demodragon rules over caves deep within the great mountain.

Halls of the Ancestors: This is the afterlife realm of a shamanistic religion. It appears as a land of wild forests and hills, rocky coasts and narrow seas. The world contains scattered settlements of primitive design, populated by the spirits of deceased ancestors living in harmony with various celestial animals and spirit creatures. Around one in one hundred settlements contains a pyramid, temple complex, or great feast hall made of stone. The Neutral Power that rules the plane is the Great Spirit, a being that is an amalgam of ancestral spirits from long ago. Each spirit residing on the plane hopes to one day join with the Great Spirit.

Heavenly Palace of the Jade Emperor: Numerous rounded mountain peaks arise from a sea of cloud on this upper plane, which may stretch on to infinity. Those that fall into the cloud ocean may end up in a lower plane. The highest, “central” peak contains the Palace, where the Power August Jade Emperor Qin Shi Huangdi rules over the workings of the universe. A host of celestials, immortals, and powerful spirits serve as the emperor’s bureaucrats and army. Each lesser peak hosts a bureau or division of the Celestial Bureaucracy, overseeing some facet of nature or civilization on the Prime. Messenger spirits constantly flit form peak to peak on cloud chariots. This Lawful plane is highly organized, and efficiency is prized.

Land of Milk and Honey: Within a landscape of arid hills and plains, a large, lush, fertile valley containing a huge lake sits surrounded by rugged cliffs. Natural springs, both hot and cold, feed the lake. The water is always pure and sweet, and each dawn bread appears on the ground and can be collected by the residents. The trees and plants are always bearing ripe fruit, and the bees that flit constantly here and there never sting. This ideal land of plenty is ruled over by a Lawful Power residing in a nearby volcano named Iam. Iam does not allow any spells that cause damage to function on the plane, and all weapons brought to the plane are transformed into innocuous tools or other items until they are taken away from the plane. Time does not pass on this plane in comparison to the Prime or other planes, no matter how long one stays.

Lands of Nowhere and All: This Chaotic plane is constantly in flux, and no two regions are the same. In fact, no region stays the same for very long. Some mortals on the Prime believe that this plane is just a dream, as the sensation of impermanence on the plane mirrors that of many dreams. The Power that rules this plane is often called Dream Master, but the real name and real form of the Power is a mystery. Demons and other lower planar creatures abound on this plane, but there are other creatures, even some upper planar ones, to be found amid the eternal flux.

Mt. Sumeru: This great world-mountain is made up of ninety-nine levels, rising to an upper planar paradise of oneness with the multiverse known as Nirvana. It is unknown whether Nirvana is sentient or not, but it seems to be the Power of the level, or else the hidden Power resides as part of Nirvana. Each level is populated by an assortment of angels, devas, immortals, and sacred spirits. The levels all have various characteristics that are intended to reward the just, but also to prepare souls for reincarnation and rebirth. It is a fantastic land, gaining in oddness and beauty as one ascends the levels of the mountain.

Naraka: Known as the Ten-Thousand Hells, this lower planar region is a place of torment and suffering, but one that is designed to purify souls of the deceased so that they may be reincarnated and live again. Whether or not there are actually 10,000 levels to this plane is left to each GM, but it is vast, with each level devoted to a different type of punishment for different types of sins or crimes. Souls of different races have their own levels of punishment within Naraka. Each level has its own Power, with each known as a Yama (Hell King).

Olympia: Three outer plane levels form an afterlife realm ruled by a pantheon of Powers called the Olympians. Their palace sits atop the great mountain Olympos, on a continent of cloud above the levels.

Elysium: Residing “above” the other levels, this idyllic grassland is the Lawful realm where great heroes’ spirits reside after their death. While none of the natives of Elysium are hostile, creatures from the other realms appear from time to time, and the hero spirits dust off their arms and face them, or allow visiting mortals to take care of the deeds so they may rest.

Oceanus: Residing “between” the other levels, this vast ocean is a Chaotic realm of deep seas and small islands. Most of the plane’s residents are found beneath the surface, in great palaces and cities. Monsters abound on this level, both beneath the waves and on the islands.

Hades: Residing “below” the other levels, this great cavernous realm is a Neutral realm of the dead. Those who were wicked in life are punished with poetic justice, while those who simply lived their lives exist as shades with only faint memories of their former lives. The realm is a vast storehouse of treasure, but monsters and lower planar creatures abound.

Pits of Tartarus: The cosmic prison, a truly bottomless pit where overthrown Powers are chained and bound, or forced into eternal slumber, is a colossal tunnel digging deep down a twisting path into jagged rock faces. Ledges and caves dot the walls of the endless drop. This dark lower plane is ruled by the Lawful Power Cronus, who manipulates time itself to keep other Powers incarcerated in the Pits. Because of Cronus’ temporal powers, visitors may find time passing extremely slowly or quickly compared to time on the Prime. This makes visits to Tartarus risky affairs.

Realm of the Thirteenth Night: This lower plane is an endless void of howling winds and dark storm clouds pierced with pinkish-purple lightning. There is no ground, and those without flying or levitation ability will be tossed about at random by the winds. Winged demons, shadow creatures, and other horrors stalk this vast plane, which is ruled over by a Chaotic Power known as The Witch of Storms.

Sheol: This afterlife lower plane is the location where all souls without another place to go end up after death. It is a dark and hopeless domain, and nothing can break the constant silence. While most souls that end up in Sheol are simply bound here for eternity, the Neutral Power Tan-Golath who rules the plane will punish those that were particularly evil or who try to escape by throwing them into the Lake of Fire.

The Bottomless Dungeon: This entire plane is a seemingly endless dungeon. Some sections are worked dungeon, others seem to be natural caverns, but there is no exit and no bottom. Within the dungeon are settlements and shops, lairs and tombs, and everything else one might expect from the ultimate mega-dungeon. There are creatures, traps, oddities, and of course treasures strewn throughout the depths, but often no rhyme or reason for the contents of this bizarre plane. A Neutral Power known only as the Master rules over the expansive dungeon universe. GMs wanting to use this plane should develop many random tables to fill sections of the plane as it is explored. Standard dungeon stocking takes too long.

The Cosmic Ocean: This plane is a hollow sphere consisting of an ocean surrounding a crystal that glows like the sun for 12 hours then like the moon for 12 hours each day. The plane is 10,000 miles in diameter, with gravity pushing outward from the central crystal. Weather varies from region to region, with “sunny” weather in one area and raging typhoons in another. The ocean surface has many small islands, floating raft towns, and the like, as well as many vessels of all ages and descriptions sailing it. The undersea realm is also active, with multiple nations of mermen, sahuagin, and other undersea beings. Creatures from the Prime oceans as well as the Plane of Water and upper planar creatures of aquatic type can be encountered on this plane. The Chaotic Power Nautolus rules this maritime upper plane, and Nautolus can be vengeful if angered or not given due respect from residents and visitors.

The Cyclopean Forests: Everything native to this endless primeval forest plane is scaled twelve times larger than on the Prime, so visitors to the plane act as if under the effects of a potion of diminution. This also includes astral projections that visit the plane. The GM should populate the plane with gargantuan versions of normal creatures, but with normal numbers appearing for the creature type. A trio of Powers rule this land: Arda, Lawful ruler of the land, Urda, Chaotic ruler of the waters, and Erda, Neutral ruler of the skies.

The Grey Wastes: This Chaotic lower plane is a dull, sterile, dusty wasteland, where only sparse, wilted plants and twisted dead trees occasionally dot the landscape. Jagged slivers of rock protrude from the broken ground, and dust constantly blows through the gray skies. Demons and devils of all sorts may be found here, ruled over by the Power Agransh the Witch-Queen, a powerful demon lord.

Tir-na-nOg: The Land of Youth is an upper plane paradise, a land of eternal youth, vigor, and plenty. It is a land of low, rolling hills, vast forests, and flowery meadows ruled over by a pantheon of Powers known as the Tuatha De Danann. The number three is sacred in this plane, and things often appear in trios. Visits to this plane invariably last three hours, three days, three years, or three centuries, although time here is not connected to time on the Prime. Travelers here may face many adventures. While this is an upper plane, it is one where many monsters may roam. Druidic magic works normally on this plane, but clerical magic may not function or may misfire when spells are cast.

This plane may be divided into levels if the GM likes, but the borders are hazy and it is easy to slip from one to another. Some of the regions that may be considered levels include Tir fo Thuinn (the Land Under the Wave), the Island of Lir, Mag Mel (the Plains of Delight), and Idathach (the Place of Colors). Each region or level will have its own alignment, but Tir-na-nOg overall has a Neutral, bordering on Chaotic, alignment. The magical horses of Manannan Mac Lir allow mortals to cross physically into this plane.

Yggdrasil: The cosmic World Tree of Yggdrasil is a set of ten interconnected outer planes. The cosmic tree itself forms the initial level of the planar group, with other planes accessed from its roots, trunk, or branches. The Norns, three sisters of fate, are the Powers of Yggdrasil. The Tree is the home of many monsters and several unique creatures, and residents of the other levels traverse it often.

The roots of Yggdrasil connect to:

Niflheim: The cold, misty abode of the Power Hel. This is the land of the dead who die from disease or old age, and Hel’s fortress is said to hold vast treasures. Demonic giants called thurs and goblinoids are common in this realm.

Svartalfheim: This is the cosmic underground realm of dwarves and goblins, ruled over by the Power Ivaldi. It is also known as Nidavellir. The residents of the plane are famous as craftsmen of magic items, but fierce dragons also inhabit the realm.

Ginnungagap: A great void, a plane of dark nothingness from which magic springs. The Power that rules over this realm is unknown.

The middle branches of Yggdrasil connect to:

Jotunheim: The cold, mountainous plane of frost giants, ruled over by the Power Mimir, a secretive being of vast knowledge.

Midgard: A realm similar to the Prime in appearance, with many fjord-carved islands, dark forest, and rugged mountains. It is ruled over by the Powers Jord (goddess of the land), Sol (goddess of the sun), and Mani (god of the moon).

Muspelheim: A fiery realm of fire giants and red dragons, ruled over by the Power Surt. This is the home of many monsters and giants who want to conquer and destroy the other realms of Yggdrasil.

The upper branches of Yggdrasil connect to:

Asgard: A realm of gold and beauty, ruled over by a pantheon of Powers known as the Aesir. This realm includes the Hall of Valhalla, where those slain in battle await the final conflict with the giants of Muspelheim and Jotunheim, and the monsters of Niflheim.

Ljosalfheim: The cosmic forested realm of the elves is ruled over by the Powers Erlking and Erlqueen. The elves of this realm are magical craftsmen, and rivals to the dwarves of Svartalfheim.

Vanaheim: A land of wild, untamed nature, ruled over by the pantheon of Powers known as the Vanir. This lush land appears as an idealized counterpart to the Prime, and many wild creatures live there.


Wednesday, June 5, 2024

My Star Wars d6

The longer I play my side campaign of WEG d6 Star Wars, the more I tinker with the rules. It's a pretty flexible system, after all. Recently, I've been codifying my rules changes for the benefit of my players, especially since there are a few new people in the group. 

When I started the game, I had only the fan-edited Revised, Updated, and Expanded rules document. I've mentioned before what a beast of a PDF this thing is. It's not the most intuitively edited document, but it does cover a lot of material that was never officially in WEG products, which is handy. I've been supplementing that with material from Wookieepedia and sites like RPGGamer.org, and reading what other referees have done with the game. The Star Wars EU Timeline has a treasure trove of WEG sourcebooks, adventures, and whatnot as well.

One of the changes I made early on was to eliminate the "parry" skills and just use the attack skill for both action and reaction. So you only need Melee Combat skill, not Melee Combat and Melee Parry. Not many players were putting dice into Melee or Brawling anyway, so it hasn't been a balance problem. 

I haven't outlawed specializing, but I haven't promoted those rules, either. If a player read about it, and wanted to do that, I'd allow it, but it's a bit easier to just have them put full dice in a general skill. 

That said, the recommended starting 7 skill dice is too paltry. I've doubled it to 14 for starting characters, but still with the limit of no more than 2 dice per skill. And 10 CP on character creation, not 5. No need to be so stingy. My players spend them on rolls all the time!

Since I got the 30th Anniversary reprint of the original rules, I've adopted some of those systems over the ones in the REUP/2nd edition. 

For one, I use abstract ranges (short, medium, long) for starship combat, rather than tracking individual speeds and distances. Much easier. We haven't had a ton of starship combat in my game over the years. It's primarily been planet-side adventure. 

Another thing I've only recently introduced is the 1st edition method of using the Force. Instead of making Jedi characters slowly gain skill dice and slowly add to their power list like selecting feats in 3E D&D, I have a general list of Force power difficulties, and if they try something unusual with the Force, I'll improvise. Right now, there is only one Force-user in the group, my son Steven's PC. And he rarely uses his Force powers, as he's more interested in buying gadgets and droids to help him out (and previous players with Jedi/Force Users drew the attention of Sith Inquisitors...). 

Finally, I've decided that Abilities can't be improved. The rules in 2nd Edition for that are kinda wonky, and are the sort of thing that might lead to player dissatisfaction. I know I wouldn't be happy if I gave up skill improvements or spending CP for a better chance to succeed on rolls to save up for an Ability improvement, then because of poor rolls I waste half of the points I saved and don't get the improvement, I'd be upset. Anyway, it's easier to just keep abilities where they are on the template, and have players improve individual skills. 

I've made some handy reference sheets for my players, and put them in our group Discord server. These are all updated with my most recent additions and changes. 

d6 Basic Rules This covers basic actions and resolution mechanics.

Force Skills Simplified This gives players guidance on how to Use the Force.

Starship Combat Rules Simplified My version of starship combat, trying to make it as simple and easy as possible for the players. 

Star Wars Gear Lists A collection of official and fan-made (some by myself) standard gear to keep from having to scroll through the huge PDF all the time when characters go shopping. Of course, they often ask for things not on this list, so back to the PDF (or to RPGGamer.org) we go...