Bo shuda, ma pateessas! I know I'm not making any friends saying Fantasy Flight Games' latest take on Star Wars RPG is crap, but hear me out. I talked to the guys at GenCon this year, and while they have nice books, they are short on maps. The one guy there, Andrew Navarro, I think, who is really nice, said that FFG is not focusing on maps and locations as much as the story itself. First, as a gaming veteran, my response was whiskey-tango-foxtrot?! The core of a game is usually the maps. I don't know about the rest of you, but I am a visual person. I like the role-playing and story just as much as anyone else, but maps help me connect to the game in a way that is different than just story-telling. I love seeing all the intricate details of ship layouts, and planets, and such. Second, I fear that FFG is repeating the same mistakes that Wizards of the Coast made with Saga Edition's lack of maps. Don't get me wrong, there were a lot of maps, but there should have been more, especially in the Starships of the Galaxy book. West End Games was a innovator, and helped blaze a trail in Star Wars by naming many of the beloved characters we saw in the movie, giving name to their species, origins, and homeworlds. Shouldn't we, as gamers, and more importantly, consumers, demand the same from FFG? And yet, they are ignoring this. Therefore, I started improving the Saga Edition rules by minor changes. I loved the condition track. Great idea, because sometimes, you can get your head rung, and that represents a stunning blow. But it always seems to come down to the skills! Why do they insist upon watering down the skill types and combining everything? I'm sorry, but just because you can pilot a landspeeder doesn't give you the ability to fly a space transport. In the 3.5 Edition of SW, they accounted for this. I would love some feedback on how to incorporate a GURPS-style skill set into the Saga Edition rules because that way, you only get skill points for actually attempting to use the skill, and there are a lot more realistic skill slots than in the Saga Edition. Moreover, I did not like how easy it was to become overpowered as a Force-user. Saga Edition's Move Object, for example was written terribly. It was worded in such a way where if you blew the Force Point, you automatically did way more damage. I put a stop to that by saying if you tried moving a medium object, it would only ever do medium object damage regardless of spending Force Points or Destiny Points. And there should have been a ranking system for the Force powers, i.e., before you get Mind Trick, you would have to learn other, more basic Force powers, like Force Stun. Same thing with Move Object. Before you could get to that, you would have to take Force Push. And what about Force crystals in lightsabers? No rules governing the different kinds and the game effects they have. Basically, in this thread, I am seeking advice on ways to improve the Saga Edition rules to make them more fair and balanced, something WotC should have taken the time to do. Even on the above stuff, or anything else that would improve that system, including maps of ships or locations from the Saga Edition books that you are willing to share, I would appreciate comments and help on on. I would ultimately like to throw the improvements on the net so others can incorporate them into their game if they'd like. A unified list of improvements that we of the JC forums have reached a consensus on would be kind of cool, I think. I also think it is our right as consumers to demand better, and coming up with something like that would send a message to game companies everywhere, but that's a different thread...lol And I apologize to the moderators ahead of time if this thread exists somewhere else, or this isn't the forum for it. I looked for a similar thread and saw none, and this was the only board that seemed to handle these kinds of threads.