So, in pouring over my newly acquired Fate Core rules and Toolkit, I've been exploring a way to make a Star Wars Game happen for some friends IRL or perhaps here on Elliquiy as well. I've been nothing but frustrated and confounded by Star Wars d20 and Star Wars Saga, particularly by the raw amount of material they make available without offering much support on the GM side of things, particularly where actually building campaigns and encounters and enemies are concerned. Furthermore the complications of various equipment systems, vehicles, and star-ship combat have always been an obstacle, bogging everyone down in yet another set of rules that I've hardly been able to muster the wherewithal to trawl through myself, let alone a group of 4-6 players.
Which is why I was so excited by the prospect of adapting the Fate system to play in a Galaxy Far Far Away, since Star Wars combines the best elements of sci-fi serials, pulp action, and classic romantic adventures all of which Fate is adept at portraying in any setting you should happen to use it for.
To that end, I'm appealing to you, my fellow tabletop gamers and GMs of Elliquiy to help me further detail, tease out and puzzle through how best to use the resources offered by Fate to create a Star Wars Campaign. Hope you'll enjoy the experience as much as myself!
I want to make a Star Wars Campaign using Fate and need help with adapting certain rules.
Right off the bat, the Force; How to handle it in Fate? I don't want to treat it like any old magic system, and I want Force Users to be balanced against more mundane types (a constant struggle for any Star Wars game, as I know from experience).
To that end, my first inclination is to create a new skill: Use the Force, and give all players access to it, but only if they take certain stunts to represent whatever training, talents, or other personal characteristics allow them to tap into the Force more than the average Joe, Jane, or Jawa.
For a famous example, say I was to create one of the more famous non-Force wielding characters of the setting: Han Solo.
Ignoring Aspects for the moment (Never Tell Me the Odds; Here me baby, Hold Together; Who's Scruffy Looking?), Han is first and foremost a Smuggler, so I'll be arranging the top 3 skills of his Pyramid around Pilot, Deceit, and Shoot, with the next tier down filling out Stealth, Rapport, etc. So what about this new Use the Force Skill I've created? Should Han have it at all?
Well Han is not a Jedi, he's not a Sith, he's never received any sort of training and he doesn't even really believe in the Force (No Match for a Good Blaster at your Side). All that said, Han does believe in his own luck, and has more than a little of a touch of destiny to him (hanging around with the likes of Luke et. al.) and on top of all that he's a Corellian, the most famously lucky and willful humans in the Galaxy, who as a people seem to have some connection to the Force even if they're not all walking around wielding lightsabers.
See, this is where I love the Fate System, because I can look at all the other nameless, faceless extras in the star wars universe who as default NPCs are going to Mediocre (+0) at just about everything and compare them to Han. Jedi or not, he's got to be a cut above the rest, just by virtue of being a Corellian, and on top of that he's characteristically lucky and canny in a given situation, very much making his own luck the way a Jedi does when actively channeling the Force. So I figure if the average Jedi/Sith NPC is going to probably have a rating between Good & Great, then I'm going to make sure Han's is at least above Average.