Home Artists Posts Import Register

Downloads

Content

A few weeks ago I posted a very rough draft of a Star Wars-inspired RPG that I called "Starwalkers" with tongue firmly in cheek. Well, I kind of liked the way it continued to take shape. It's way farther along now, and I think it deserves a proper name. I'm calling it Rebellion.

Rebellion is very rules-light by my standards. That was a deliberate choice when I started imagining what I most want a Star Wars game to feel like at the table. I have played every Star Wars tabletop RPG ever published. I had a great time with all of them, sometimes because of the rules and sometimes despite the rules. For me, the "despite" side of things always comes up when players and the GM have to spend a lot of time thinking about the rules—considering mechanical choices and their repercussions—rather than thinking about the emotional impact of their characters' decisions. To me, a Star Wars game ought to feel emotionally weighty, not mathematically weighty. 

In Rebellion, I tried to build a game that plays swiftly, that moves from scene to scene with as much momentum as the GM and players can muster. I want it to be fast and intense. I want stirring moments of sacrifice, conflict, and courage made real by risk.

If that sounds like your kind of thing, please give it a shot and take notes. Tell me what works and what doesn't, and why.  In the links below you can find the rulebook, a player-focused cheat sheet, a character sheet, and a short adventure to open a campaign, which should be the equivalent of the first act of a feature film. I hope you like it.

Files

Comments

Anonymous

I need to find people to run this for...

Anonymous

Question: For Hurt, you say "You can only spend Hate to hurt someone", so does this mean physical combat, or can it be used to hinder them in any way? Such as slowing pursuers or having them fail at a task?