Showing posts with label Star Wars Roleplaying Game. Show all posts
Showing posts with label Star Wars Roleplaying Game. Show all posts

Tuesday, January 27, 2026

WEG Memoirs: Galaxywide NewsNets

 “The speed of communications is wondrous to behold. It is also true that speed can multiply the distribution of information that we know to be untrue.”

Edward R. Murrow

West End Games Star Wars Adventure Journal offered many opportunities to publish new material exploring and expanding the wider Star Wars galaxy. New short fiction featured new characters and beloved standards. Source material provided fresh setting elements to enhance games. And adventures offered ready-made action to drop into a game night or mine for inspiration. I’ll be the first to admit that — as a quarterly periodical with deadlines and a limited pool of approved authors — not every article provided stellar-quality material. All passed Lucasfilm standards at the time, but a few really stood out. “Galaxywide NewsNets” was an early example, one that established a previously unexplored aspect of the setting that continued providing inspiration in subsequent Journal issues...and even well into the new era of continuity.

Tuesday, June 10, 2025

Advice & Inspiration for Gaming Andor

There will be times when the struggle seems impossible.”

Nemik’s Manifesto

Watching the Star Wars series Andor has me thinking about running a D6 Star Wars Roleplaying Game campaign again (assuming I had any interested players...). Back in my younger years, toward the end of the 20th century, I would have hoped to see a specific roleplaying game sourcebook covering all elements we saw in Andor: planets, weapons, characters, locations, vehicles, starships, organizations, character templates, and gamemaster advice But after 30 years, multiple versions of an official Star Wars roleplaying game, and a flood of Star Wars media I’m encouraged I — and maybe the hobby overall — have grown from focusing on formally published game supplements to embracing the wealth of media resources available in today’s information landscape so fans can create their own do-it-yourself roleplaying game experiences in their favorite settings. So I’m re-watching the media, browsing through relevant sources (and eyeing new ones), and, in reflecting on the kinds of stories in a resistance-driven “Dawn of Rebellion” era, looking to similar, adjacent resources for knowledge and inspiration.

Tuesday, May 20, 2025

So Much Star Wars

 What if we could go anywhere we want in the whole galaxy?”

Wim, Skeleton Crew

Despite detesting many indignities the 21st century has thus far forced upon us, I revel in the resurgence of Star Wars media. Where once fans had just three films — viewed repeatedly on VHS — now we have entire constellations of streaming content, live-action and cartoon, episodic television and movies. And that doesn’t even touch the subsidiary media of novels, comics, and games. Geek media in general has flourished as a result of greater societal acceptance and more methods for disseminating both professional and non-professional work. But Star Wars — with its long provenance and years of fans grasping at any content to satisfy their dearth of official film releases — has not only filled the market again but pushed the boundaries of the franchise into new directions, expanding the scope and emotional power of our favorite galaxy far, far away. Star Wars media found new life embracing an adage pioneered by West End Games’ Star Wars Roleplaying Game, where players didn’t simply focus on the core heroes from the films, but sought new adventures “just off screen,” exploring different characters, ordinary people caught up in the Rebellion, folks from other worlds and cultures, each with their own story to tell. And it made the Star Wars galaxy richer.

Tuesday, October 1, 2024

Lifepaths & Templates

 Life isn’t about finding yourself. Life is about creating yourself.”

George Bernard Shaw

Lifepaths and other background mechanics in roleplaying games help players gain some sense of the world their characters inhabit, even if they themselves just discovered it. They provide backstory and motivation, context for developing characters over future misadventures. Few games use them, despite their origins in the earliest days of the roleplaying game hobby. Many prefer to rely on genre stereotypes to define character roles, leaving the (often optional) job of developing a backstory to players, if they bother at all; some fill it in during play, but most focus on where their character is going, rather than where they’ve been. Lifepaths and templates serve as game mechanisms to provide some sense of a character’s past — even if only defined in terms of stats and equipment — but offer more story hooks to entice players to create more depth to their fictional personae.

Tuesday, March 5, 2024

“No Superlatives or Absolutes”

 The belief in a supernatural source of evil is not necessary; men alone are quite capable of every wickedness.”

Joseph Conrad

I believe games have a great deal to teach us about ourselves and the world around us, beyond simply the escape and enjoyment they provide (though these in and of themselves make them worthy). In times like these, where the world and society seem bent on tearing themselves apart – apparently indifferent to the humanitarian cost – we seek solace, however momentary, in our favorite pastimes. As I try processing all of this, I remind myself of a game-related maxim I’ve tried to bear in mind in my later adult years. I once applied it, along with numerous other guidelines, as editor for West End Games’ Star Wars Adventure Journal and other roleplaying game projects. It has, oddly enough, echoed beyond those years within the Star Wars film canon, though many ignored it as inconvenient. “No Superlatives or Absolutes.”

Tuesday, January 16, 2024

Jaquays’ Mos Eisley Map

 Imagination will often carry us to worlds that never were. But without it we go nowhere.”

Carl Sagan

Jennell Jaquays passed away on January 10, 2024, after battling Guillain-Barré syndrome. I never met her, never corresponded with her. She left behind a rich, enduring legacy of work for the roleplaying game and computer gaming industries as well as advocacy work for LGBTQ rights. Although I have a few vintage copies of Judges Guild materials, they don’t include Jaquays’ Dark Tower and Caverns of Thracia (something I should remedy for my collection of “old school” Dungeons & Dragons material). But one piece of her artwork served as a major inspiration for me: the amazing full-color, double-sided 17x22 map of downtown Mos Eisley starport and the infamous cantina included in the first Star Wars Roleplaying Game adventure Tatooine Manhunt.

Tuesday, May 9, 2023

WEG Memoirs: The SWAJ Dinner

Memories of my West End Games days some 25 years ago are gradually fading into mushy nostalgia...so I’d better tell the tale of the Star Wars Adventure Journal dinner I hosted at GenCon 1996 before it dissolves further into my foggy sense of the past. It came at what seems like the high point of my time at West End, when the Star Wars Roleplaying Game enjoyed great popularity, especially with special editions of the original trilogy and <gasp> even talk of new movies on the horizon. But I’m getting ahead of myself. Like many events in our lives, it’s a confluence of numerous factors leading to a single, memorable point....

Tuesday, March 14, 2023

WEG Memoirs: The Mos Eisley Diorama

 You will never find a more wretched hive of scum and villainy.”

Obi-Wan Kenobi

Now and then I post the photo of me running the Star Wars Roleplaying Game at a large, boxed-in diorama of Mos Eisley starport at a convention. During my time at West End I built the diorama from scratch and set it in a custom-made box for transport. I subsequently hauled it around to various conventions, even after the company went bankrupt. It’s sat in the basement or storage for many years now, but occasionally I pull it out, dust it off, and take some photos of it with the 25mm Star Wars miniatures I still have. I’ve featured the diorama and figures here before; head over to “Schweig’s Gaming Roadshow Gallery” and scroll down (though I’ve posted a few photos again here). It’s a relic from my West End days that still stirs feelings of nostalgia for a time when running demos on a visually appealing table helped promote one of my favorite games.

Tuesday, October 18, 2022

Star Wars RPG Instant Adventures

I’m trying to jumpstart my work on a neglected system-neutral fantasy roleplaying setting and, in seeking inspiration to fuel some creative momentum, I’m looking at some of my favorite roleplaying game supplements for ideas and reviewing notes I’ve gleaned from others on relevant game design. My reading includes the Instant Adventures collection for West End Games’ D6 System Star Wars Roleplaying Game. Although filled with scenarios, its original design parameters offer some ideas on how I might approach developing and presenting my setting sourcebook – short, easily digestible sections with maps and sidebars to quickly orient readers – still useful 20 years later in our Internet Age of instant gratification and dwindling attention spans.

Tuesday, June 7, 2022

WEG Memoirs: Heroes & Rogues

 A hero is an ordinary individual who finds the strength to persevere and endure in spite of overwhelming obstacles.”

Christopher Reeve

For many Star Wars fans – especially the recent ones – West End Games Star Wars Roleplaying Game is all but unknown. Almost 25 years after its bankruptcy and two or three additional versions of a Star Wars roleplaying game later, most folks focus more on the latest Star Wars media, with roleplaying games taking a back seat to the latest movies and streaming series. But there was a time when West End’s game helped reignite interest in Star Wars, expanding the universe with a flood of continuity (some might say an unmanageable flood) and new ways to look at that galaxy far, far away beyond what we saw in the original trilogy. Much of that was cast aside after Disney acquired Lucasfilm – an understandable move given the daunting amount and variable quality of in-universe information to track – but some of us watch the recent Disney+ streaming series and crack a slight, pained smile when we recognize something West End created that managed to endure this long. West End didn’t simply amass vast piles of information to create a galaxy of continuity and verisimilitude; it expanded our sense of what was possible within the setting, the different characters we might find and the different stories they might tell. While the first edition core roleplaying game began this trend upon its release in 1987, subsequent publications pushed us to explore different corners of the galaxy. Heroes & Rogues was among the best of those products.

Tuesday, April 26, 2022

The Long & Short of RPG Stats

Since the dawn of roleplaying games many have relied on two forms of game stats for adversaries and other elements requiring definition in relation to game mechanics. Long-form stats usually reside within the rulebook pages with similar reference material; the typical bestiary chapter for fantasy roleplaying games. Sometimes supplements use them, too. Adventures often rely more on short-form stats distilled from their more detailed cousins. These serve as quick, in-game reference without having to drag out the rulebook. New monsters appearing in adventures often get short stats in game text with long-form stats and more elaborate description in an appendix. Although I admit both long and short stats have their place in roleplaying game rulebooks, I’m starting to tend toward short stats or – horror of horrors – no stats at all in my own setting and adventure materials.

Tuesday, March 29, 2022

WEG Memoirs: Intro Adventure Game

 This is one of the best intros to RPGs I’ve ever seen.”

Andrew Rilstone, Arcane magazine

This year’s GAMA trade show recently wrapped up. The occasional posts from folks who attended stir up memories of the few times I went with West End sales managers to promote our games, especially the Star Wars Adventure Journal and the roleplaying game. It was more than 25 years ago, so my memory remains foggy, but I recall going three times to GAMA: in New Orleans, LA, Reno, NV, and Atlantic City, NJ. These offered good opportunities to promote games face-to-face with store owners and spend off hours chatting with colleagues in other companies. At one of these the then-sales manager at Iron Crown Enterprises traded me a copy of the company’s boxed Lord of the Rings Adventure Game published back in 1991. Combined with my nostalgic love of boxed sets and my urge to introduce newcomers to the adventure gaming hobby, it provided the inspiration for the Star Wars Introductory Adventure Game.

Tuesday, February 8, 2022

Star Wars: A Dead License

 If you strike me down, I shall become more powerful than you can possibly imagine.”

Obi-Wan Kenobi

Today it’s hard to imagine a world without Star Wars. We’re awash in everything from that galaxy far, far away: numerous streaming cartoon and live action shows, novels, comic books, action figures, Lego sets, a host of new films in theaters, and even occasionally roleplaying games. It certainly helps that one of the word’s major toy manufacturers (Hasbro) has a license to make Star Wars toys and one of the largest (if not the largest) media company (Disney) owns Lucasfilm (and hence the Star Wars intellectual property) since buying it for $4 billion and change from George Lucas in 2012. But some of us old relics have been around long enough to remember a distant time toward the end of the 20th century when it seemed Star Wars – which for a time played such a huge part in our youthful culture of blockbuster movies back then – was fading into obscurity.

Tuesday, September 28, 2021

WEG Memoirs: Hosting Uncommon Visitors

Some odd coincidences recently reminded me of a few, rare visitors we hosted at West End Games’ headquarters in the remote wilderness north of Honesdale, PA. (And it seemed appropriate after my recent post about behind-the-scenes revelations of game companies.) A friend sent me a photo when he discovered a pack of bratwurst from the Alpine Wurst & Meat House in his local grocery store. My son and I watched A Bridge Too Far to commemorate Operation Market-Garden Sept. 17-25, 1944. Both incidents – however odd and seemingly unrelated – stirred my foggy memories of three rare yet notable occasions I entertained illustrious visitors at West End’s offices.

Some gamers might aspire to visit their favorite game company’s headquarters, but it’s quite disappointing to discover it’s primarily a business – offices, warehouses, shipping facilities – with only minimalist trappings that betray the game product’s inspiration. They’re usually little more than offices and warehouses with a few geeky mementos on desks and perhaps a display with some distinctive product or awards. (Though I fondly recall a Phil and Dixie comic strip in Dragon Magazine that pictured TSR’s headquarters as a giant six-sided die....)

Tuesday, February 16, 2021

WEG Memoirs: The Interview

In my futile attempts to find solace from the pandemic and my own internal issues I’ve immersed myself in wargaming ancient Roman conflicts, specifically those on the Germanic frontier. I’ve always maintained an interest in ancient history (among numerous other historical periods). The Roman Empire remains one in which I’ve dabbled on and off over the years to varying depths. Though I’ve never been to Rome I’ve visited several sites on travels in my misspent youth, including Trier, Germany (ancient Augusta Treverorum, capital of the province of Gallia Belgica), the Christian catacombs in Salzburg (Iuvavum), and the reconstructed auxiliary fort Saalburg in Germany. As a pandemic diversion I ordered several books to set me on a path to wargaming engagements from this period: Peter Dennis’ Wargame: The Roman Invasion, AD 43-84 (supplemented by some PDF downloads from his wonderful Peter’s Paperboys website), Daniel Mersey’s A Wargamer's Guide to the Early Roman Empire, and two Osprey books (also illustrated by Dennis), Teutoburg Forest AD 9 and Roman Soldier vs Germanic Warrior: 1st Century AD. So between history, paper miniatures, and game rules (including Bob Cordery’s The Portable Wargame and Developing The Portable Wargame and Neil Thomas’ One-hour Wargames) I’m all set up to fight a few ancient battles defending the borders of Rome from the Germanic barbarians.

But all this evokes an episode from my roleplaying game past. In this case, oddly enough, all this focus on ancient Roman history reminded me of my interview for an editorial position at West End Games way back in the spring of 1993.

Tuesday, September 1, 2020

WEG Memoirs: Foreign Language Editions

Es war einmal vor langer Zeit

in einer weit, weit

entfernten Galaxis....


Back in the mid 1990s, when West End Games had the license to produce Star Wars: The Roleplaying Game, the company also had the rights to sub-license its game materials to foreign publishers. The arrangements included the usual approvals process – especially for any changes in layout, format, and artwork deviating significantly from West End’s versions – after which West End received several copies of the published product, some of which we forwarded to Lucasfilm for its archives. I’m sure a copy went into whatever file or library West End kept at the time. As one of the few if only people on staff who had any knowledge of the German language, I usually received a spare copy of German releases from the publisher Welt der Spiel; eventually I acquired some products in other languages, too. All these years later I still have most of these foreign-language editions. They’re more nostalgic novelties now, but they remind me of the amazing reach the game once enjoyed

Friday, February 21, 2020

West End Memoirs: Scott Palter


On Monday, February 17, 2020, Daniel Scott Palter passed away. He was best-known as the founder and owner of West End Games, yet also infamously known as the person who sent the company into bankruptcy, losing the license for what was the groundbreaking first Star Wars roleplaying game. I’m sure some people – particularly those who lost jobs and opportunities with the company’s bankruptcy – hated him and never forgave him for what he did to West End in those final days. Over the years I’ve had to reconcile my feelings toward him. I have the natural animosity over West End’s demise. But I also realize he provided me with an opportunity to have my dream job: working full-time as a designer and editor at a roleplaying game company, and with the Star Wars franchise, no less. Despite all the frustration and drama, they remain the most fulfilling, productive five years of my professional life.

Tuesday, February 4, 2020

WEG Memoirs: Sabacc Proposal


I was doing some post-holiday tidying when I stumbled upon an old manuscript box with the words “Sabacc Proposal” scrawled in marker on the side. It’s filled with a hodge-podge of cards – two full-color deck for the proposal, one black-and-white deck with card backs I think I printed for later convention games – some credit chits and bills, a few “item” cards with values for when the stakes went high, and some copies of the rules. Kind of a mess, really. It’s a relic from my time working on the Star Wars Roleplaying Game at West End Games in the mid 1990s. My boss Rich Hawran and I had an opportunity – goodness knows how it came about – to present some Star Wars-based game designs to a development team at Hasbro, specifically the card game sabacc and the holo-chess game dejarik. We drafted rules, prototyped components, and did some basic playtesting, but overall we were little more than rank amateurs pitching game ideas with fueled by our fanboy enthusiasm for Star Wars.

Tuesday, January 14, 2020

Schweig’s Gaming Events Early 2020


I finally got around to changing the calendars from 2019 to 2020 and – goodness gracious me! – realized I already have a number of gaming events lined up for the first two months of the New Year. Ten years ago I had several conventions I’d attend, primarily running roleplaying games. I’ve had to cut back on cons, particularly those farther afield. But with a son with an interest in history and gaming as well as my greater involvement in historical miniatures wargaming, I’ve settled into a general routine of regional conventions and events we can both enjoy. As my schedule shows, however, I’m not above testing the waters with new events to possibly add to my slowly growing repertoire of conventions.''

Tuesday, March 26, 2019

Demonstrating Potential: Adventure Seeds & Outlines


I’m re-reading M.A.R. Barker’s novel Man of Gold and it’s drawing me back into the rich, complex, distinctly non-western roleplaying game world of Tekumel. I’ve discussed this setting before (“Tekumel: The Lands of Joyful Addiction”) and how, despite the vast depth of the game world, I can never quite dive into it at the gaming table, at least for very long. After some reflection I’ve identified several reasons for this, not necessarily limited to Tekumel but particularly to games with esoteric settings. They all feed my growing list of elements I feel necessary in a good roleplaying game core rules set beyond basic, intuitive, yet easily adaptable mechanics (no doubt fodder for future Hobby Games Recce posts). But I want to concentrate on one aspect often missing from the various incarnations of Tekumel-based roleplaying games that could help make them and other games more easily accessible: adventure seeds and outlines.