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Going to buy some old WEG/d6 Star Wars RPG books; a few questions

Discussion in 'Archive: Games: RPG & Miniatures' started by darth_fett, Aug 9, 2003.

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  1. darth_fett

    darth_fett Jedi Youngling star 1

    Registered:
    Oct 25, 1999
    OK, I've already purchased the following:
    Star Wars Roleplaying Game: Second Edition, Revised and Expanded
    Star Wars: The Movie Trilogy Sourcebook
    Star Wars: Gamemaster Screen, Revised


    What other books are essential must haves?

    Thanks in advance
     
  2. JoinTheSchwarz

    JoinTheSchwarz Former Head Admin star 9 VIP - Former Mod/RSA

    Registered:
    Nov 21, 2002
    The Star Wars Sourcebook, the Imperial Sourcebook and the Rebel Alliance Sourcebook are must-have.
     
  3. Tremaniac

    Tremaniac Jedi Youngling star 3

    Registered:
    Feb 26, 2002
    You've covered the most important there. Corporate Sector has some good eq and races in it. Heroes and Rogues is cover to cover professions. Galaxy Guide 4 is the best of the Galaxy Guide series, with everything from force user stuff to swoop gangs to StarWars rock bands to bounty hunters and businessmen. I'm also a fan the aliens anthology and the Tales of the Jedi book for a full list of force powers.
     
  4. Phoenix928

    Phoenix928 Jedi Youngling star 3

    Registered:
    Dec 2, 1999
    Most of the source material out there is pretty specific, so you'll really only need to use it if you're running a particular type of game.

    But, just in case you are, a few recommendations.

    1. Since I'm an obvious SpecForce junkie, I'd have to suggest you try and track down a copy of Rules of Engagement - though I hear it's one of the most difficult to find, and well-nigh useless to you if you're not running a campaign focusing on the Alliance's elite infantry.

    2. Kinda the same deal with Pirates & Privateers. Good info, plenty of interesting stuff, but unless you're running that kind of a group, it won't help you much.

    3. Wretched Hives of Scum & Villainy: Is basically a compilation of stats and background information regarding several major... well, wretched hives of scum and villainy. Info regarding the founding of these bases, prominent people who frequent the area, stuff like that.

    4. Stock Ships: Ships ships and more ships... and even illustrated deck plans for some more common models. I like it.

    5. Hideouts & Strongholds: Basically, this one lists a bunch of different types of hideouts and strongholds, then gives one detailed example of each. You'll find everything from Pre-fab Imperial garrisons to hidden undersea bases or asteroid stations to orbital battle stations, recon field bases, NRI safehouses, etc. etc. etc. Also has rules on the construction and improvement of bases.

    6. Gundark's/Galladium's: The two "Fantastic Technology" books are probably two of the most generally useful books around. If you can find them, lucky you. I've only got Gundark's, myself, but I adore it. It's crammed to the gills with... well... stuff... it's nothing but a big ol' listing of various forms of equipment, but that kinda thing's quite handy.
     
  5. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    OK, You'll get conflicting information, because I don't think some of the books are necessary. You have the core books that you need. However:

    Galaxy Guides 4 and 12 are excellent for alien races info.

    GG6: Tramp freighters is definately needed.
    Stock ships is good, just so everything isn't a YT1300 Millenium Falcon clone.

    Cracken's Field Guide is a must. Everything from cybernetics to modifying ships and weapons for better performance. Also rules about improvising weapons, DIY modifications, and the penalties for doing so.

    Heroes&Rogues is also excellent for info and character templates.

    Gundark's and Galadium's tech books are very useful, but not absolutely essential.

    The Droids book is very good to have, if only as a reference.

    I like the instant adventure books.

    Pirates&Privateers and The Farscape Project are both interesting.

    For a change of pace, so is Player's guide to the Tapani Sector/Lords of the Expanse. Fun for high-society & their dirty doings.

    Rebel and Imp source books are ok, but not needed.

    Hope that helps.
    [face_clown]

    PM me if you have any questions.
     
  6. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    sorry, double post
     
  7. Tremaniac

    Tremaniac Jedi Youngling star 3

    Registered:
    Feb 26, 2002
    Damn, forgot Crackens!
     
  8. JediBendu

    JediBendu Jedi Master star 3

    Registered:
    Jan 13, 1999
    First Edition Star Wars is well worth the look. It has a great section on "How to run Star wars" that a lot of the people on this forum should read.
     
  9. Darth_Kevin

    Darth_Kevin Jedi Grand Master star 5

    Registered:
    Aug 30, 2001
    Most of the books Phoenix and Koohii list are also some of the most rare and difficult to find WEG books - so good luck.
     
  10. Phoenix928

    Phoenix928 Jedi Youngling star 3

    Registered:
    Dec 2, 1999
    Ah, Cracken's Rebel Field Guide... I love that thing. I can't believe I forgot to mention it.

    Gotta love a book that tells you how to make improvised grenades out of blaster power packs...
     
  11. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003
    Maybe the reason they're so hard to find is because they're so useful? :)

    I will be happy to assist anyone searching in finding a copy of the book.

    There's also a website somewhere that people have posted RPG info on, broken down by category, but doesn't include ALL of the info. So good luck.
     
  12. MasterDagon

    MasterDagon Jedi Youngling

    Registered:
    Aug 11, 2003
    Well, for me other must haves would be the Imperial Sourcebook, the Rebel Alliance sourcebook, and Rules of Engagement. Those three are great for classic era campaigns. For more ships Pirates and Privateers. Has lots of freighters and other ships in it. For force powers and more Jedi-centric things, Tales of the Jedi and the Jedi Academy sourcebook. Mainly though, it depends on the style of game you want to run, and what era you wish to run in.
     
  13. Mr44

    Mr44 VIP star 6 VIP - Former Mod/RSA

    Registered:
    May 21, 2002
    While these might not be must haves, they are outstanding with their topics:

    The Death Star Technical Companion. I don't think there is a SB that covers it's topic so extensively. The history of ths DS alone is worth getting this book, plus you get every detail covered.

    The Dark Empire SB. Again, This book covers everything about it's topic. It is probably the most referenced SB, and the full color center feature can't be beat..

    I agree that Rules of Engagement is also outstanding.
     
  14. Magellan_the_Cat

    Magellan_the_Cat Jedi Padawan star 4

    Registered:
    Jul 21, 2003
    Tales of the Jedi Companion is a must if you have Jedi PCs.

    If you're doing mostly ships and piracy, you need Tramp Freighters and Pirates&Privateers. Stock Ships is also good.

    Cracken's Field Guide is good.
    Gundark's is good.
    The Aliens books are great for adding more variety to the types of characters arround.
    Heroes&Rogues is a great source of Templates.

    DarkStryder campaign isn't bad, but I think it needs to be more open--I'd let the players replace the scripted crew with their own characters.

    Lords of the Expanse and Player's Guide to the Tapani Sector make a very good setting.

    No too impressed with Jedi Academy, Shadows of the Empire, Dark Empire, or Zahn trilogy books as being essential. The Zahn book is probablly the best of them, information wise. If you are setting a game in that era fine, but otherwise they aren't that important.
     
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