|Yes, this is the sourcebook, I've used the RPG cover a lot|
I made some posts about d6 Star Wars back in 2011 as I was trying to get a game going with the Apprentices and was appalled at the amount of mechanical nonsense getting in the way of my game. Where was the fast and furious dice-tossing I remember? Bunches of weird skills, tons more charts than I remembered, a load of very specialized skills and special-case rules - it just was not the same as what I recalled. I posted stuff (you can find them under Star Wars and under Rules Mongery over there on the right) that I liked but I think I overdid it a little as I struggled to turn Second Edition Revised and Expanded into the game I wanted. It is a very pretty book but don't fall for the trap! It's a ton of work to undo all of that stuff! Instead I found a simpler path and went retro.
I recently re-acquired a copy of the first edition rules and this is the game I remember. We didn't play it a lot but it left a very distinct impression and the only game that's really come close to that particular feeling is Savage Worlds. Re-reading this version reminded me why.
|I see the DM is going for the win this time|
|FIne, we all burn a force point!|
The D20 version went the other direction - it started off somewhat clunky and honed things down to far-more-star-warsian-than-many-believe-a-d20-game-can-be in it's final Saga edition. D6 started off awesome and then lost its way.
|If only I had taken repulsorlift repair!|