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40 of 44 people found the following review helpful:
5.0 out of 5 stars The return of the Jedi
I played the old West End Games version of the Star Wars RPG for 12 years, and have been looking forward to this new version for some time. I'm happy to report that, in most respects, WotC has really delivered.

The d20 rules (similar, but not identical to the 3rd Edition D&D rules) are elegant in their simplicity. I think that this will help the new game overcome...

Published on December 3, 2000 by Michael J. Mistele

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12 of 13 people found the following review helpful:
3.0 out of 5 stars Excellent Star Wars, but still requires key elements
What WoTC did in this version of SW RPG (called 3e SW or d20 SW), they did well. Admittedly, SW 3e is a port of D&D 3e. If you throw out the argument that SW "deserves its own system", then this book does an excellent job of delivering a fun, streamlined, and cinematic feel of the Star Wars galaxy.

Die hard fans of the old game will undoubtedly claim...

Published on April 9, 2001 by C. Gomez


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40 of 44 people found the following review helpful:
5.0 out of 5 stars The return of the Jedi, December 3, 2000
By 
Michael J. Mistele (Brookfield, IL United States) - See all my reviews
I played the old West End Games version of the Star Wars RPG for 12 years, and have been looking forward to this new version for some time. I'm happy to report that, in most respects, WotC has really delivered.

The d20 rules (similar, but not identical to the 3rd Edition D&D rules) are elegant in their simplicity. I think that this will help the new game overcome one of the few shortcomings of the excellent WEG system -- combat (and skill resolution as a whole) could be extremely slow with experienced characters, as the players would have to roll and then count up huge handfuls of d6s.

There are not a large number of character classes available in the new system, especially compared to the plethora of templates available under WEG. However, the multiclassing rules are very simple, and can help re-create many of the old templates.

I only have two complaints about this otherwise excellent new game. First of all, the starship combat system is extremely simplistic and abstract -- a little too much so for my tastes. Secondly, while the book contains statistics for many aliens and equipment, there are a lot of staples that are still missing (where are banthas, A-wings, or TIE Interceptors?).

One final note -- there isn't a lot of help for true novice role-players in this rulebook. If you love Star Wars, but have never tried a role-playing game before, you might want to try the introductory "Star Wars Adventure Game" first.

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43 of 48 people found the following review helpful:
5.0 out of 5 stars Time to Return to the Galaxy Far, Far Away, November 18, 2000
By 
"shindar" (Rockville, MD United States) - See all my reviews
I've played the Star wars RPG since its orginal birth way back in 1987 and ,despite the earlier version's ease of play, wanted something better. WotC delivered in spades. Combat is quick, dirty and added a few things that were missing of the old version . Character creation will take some getting used to, but makes sense. Jedi FINALLY have some limits and even if you don't choose to covert any existing game to the new system, buy the book just to read Chapter Nine about the Force. The best writing I've seen about the subject. Ever. The book's layout is sometimes confusing but is very slick and well done. Starship combat is good, but don't expect to be able to make a "Rogue Squadron" type campaign. The best part is official stats for Jar Jar Binks so you can blow him to bits if you wish. Overall, there is enough information about each "era of play" you wish to play in but not too much so the GM is overloaded. To finish, this game captures the feel of the Star Wars universe better than its predecesor. For those on the fence, go ahead and buy it. For anyone not willing to change systems, I urge all of you to give it a chance.
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17 of 17 people found the following review helpful:
5.0 out of 5 stars Bring Star Wars to Life, August 4, 2005
This review is from: Revised Core Rulebook (Star Wars Roleplaying Game) (Hardcover)
This latest edition of the Star Wars roleplaying system is the best one that has been released to date. First of all, I have to say that I'm really pleased with the full-color format. There's a nice mix of scenes from the movie and original artwork. As for the system, it is based on the D20 system, and it is quite easy to learn, especially if you are familiar with other D20 systems. Another great plus is that this book is a complete package. In other words you can start playing with just this book. I was really pleased with that because a lot of systems will make you buy a player's book for character creation and another for gamemastering. Of course there are lots of other books that will help you add detail to your campaigns, but if you're short on cash, don't worry. This one will be enough to get you started. Check it out, and make the world of Star Wars come alive!
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20 of 21 people found the following review helpful:
4.0 out of 5 stars Great for fans of Star Wars roleplaying new and old, December 7, 2000
First let me say that I am the webmaster of the Star Wars RPG Database. The first impression I got when opening the book was that it is very stylized. Where the old RPG was very cleanly laid out and almost utilitarian, this one gives the impression of being a document fresh out of the Old Republic, where an artistic flair was found in everything from the spacecraft to the data documents. Additionally, you're introduced to your guide through the book, the silver protocol droid TC-14, from The Phantom Menace, who acted as Qui-Gon Jinn and Obi-Wan Kenobi's host aboard the Trade Federation battleship. It feels like a thick book as well, and though it's just my imagination, it seems like the sheer amount of ink used to print this book alone is enough to add a few ounces to the weight.

The book is introduced by Michael A. Stackpole, New York Times Bestselling Author, and the creative genius behind the X-Wing books and comics, as well other Star Wars EU. The introduction is impressive; truly, Mike knows how to capture the feel of the Star Wars universe. Reading the intro, I recaptured that feeling the first time I saw Return of the Jedi in theatres (as a young boy, it was the first of the Holy Trilogy I saw). It's evident that Stackpole understands what roleplaying is, especially in the Star Wars universe. He helps bring the Galaxy to life, and yes Mike, we'll say hi to your friends for you (read the intro to get the reference). The next introduction is done by Bill Slavicsek refers to his work on the Star Wars RPG as "coming full circle" a la Vader and Kenobi; Bill was critical in the creation of the original RPG, and now lending his talents to the WotC version he has brought the game back from what could have been its grave.

The book is organized in a similar way to the D&D 3rd Edition books, and works relatively well if you already are somewhat familiar with the D20 system. If not, this may be the only true downfall of the book. The chapters start with introduction, then go to character generation, the Galaxy information, gamemastering tips, and finally conversion guidelines and the Shadows of Coruscant adventure. The problem with some of the organization (which may be inevitable) is that players new to the D20 system will have to do some page-hopping until they get familiar with D20 terms. Otherwise, the book is reasonably well sectioned off, and allows for easy access to particular sections.

The page layout is, again, not structured like the old WEG book, or even like the new 3rd Edition D&D books. It's a little cluttered at times, but it's not such a bad thing, because the sheer amount of information in this book necessitates that it all be crammed in to so many pages. I would have liked to have seen more pages added so things could be better laid out and spaced, though. I can understand why things were compressed in the interest of production costs. Quotes, tables, sidebars, and images are liberally interspersed with game information, sometimes getting in the way, and even being a little overwhelming at times. Let me stress this again, though: the "page clutter" is primarily due to the fact that this book is packed with information. The quotes are neat, and the sidebars are all very useful, but when reading the book they sometimes tend to disrupt the flow of reading.

When it comes to graphics, this reviewer has mixed feelings. The images from the movies are, for the most part, of good quality and size. However, a few seem grainy or stretched, and sadly most of the images are ones we've seen before. The Episode I images are very nice, all high-quality and sharp as any digital image. In fact, their quality is as good or better than any other printed Star Wars images I've seen. The artwork, on the other hand, is wonderful. It's an interestingly stylized type or art on the whole, though character designs are all we really see of this new art style. The maps (used as diagrams to illustrate concepts such as firing into melee, line of sight, cover, etc.) are all of superb-quality, as was to be expected after seeing the maps in the D&D books. The New Jedi Order Galaxy map is included, and let me just say the artwork of the Yuuzhan Vong species is intimidating to say the least.

Content-wise, it seems that the folks at Wizards did a great job of giving an acceptable cross-section of information, and at the same time going into enough detail to make the information usable. The Star Wars Galaxy is a vast place, and has been fleshed out by countless authors, making the job of detailing the Galaxy difficult to say the least. The focus on the Rise of the Empire, Rebellion, and New Jedi Order eras give a brief history and provide a "feel" for the Galaxy at that point. Lots of notable NPCs are detailed in this section, though sadly the information of the Yuuzhan Vong themselves is a little sparse. There's enough barebones information to be usable, but it makes me long for a New Jedi Order sourcebook to make that era more accessible.

The content is at the same time overwhelming, but not enough. I want more detail on some sections, but the sheer amount of information already in place is almost impossible to absorb. The Galaxy has never looked better - or bigger. Sadly, it looks like the product lineup for the next year or so isn't going to include much source material beyond the Prequel Era. Still, the book is packed, with every kind of NPC imaginable, many Alien Species, weapons, ships, etc. Again, layout of some stats could use some work, but only because they were compressed to make room for even more information yet.

One thing I feel I must comment on, though, is that the section on the Force is absolutely one of the best pieces of Star Wars writing I've ever read. Approached almost as a dissertation on the aspects of the Force known to the Jedi, it takes a comprehensive and in-depth look at what makes the Force what it is in the Galaxy Far Far Away. Some game notes are included, but what really shines is the intellectual and philosophical way in which the Force is analyzed, supported by quotes from famous Jedi Masters throughout the ages. If you are looking for an impressive read in a roleplaying book, look no further, as this chapter is one of the best reads I've had in a while.

When it comes to the game itself, we already knew a good chunk about the system from the internet and looking at the D20 system in general, but there are a few surprises. One thing that many gamers may like is that plenty of variant rules are presented. Though I won't spill the beans completely, those who felt that the use of AC as opposed to dodging was too restrictive will definitely want to read the variant combat rules, as that issue is specifically addressed. Other complaints that have been voiced will also be addressed in the upcoming book, and I would definitely encourage the naysayers to have a good, long look at the variant rules in this book before making final decisions.

The game retains the cinematic feel it's always had, and may actually surpass its predecessor in this respect, though only time and playing the game will tell. I will say that I look forward to a good Lightsaber duel using the feats system, and the way the Force is handled may better reflect what we saw in the movies (and see in EU) better than the old system. Again, only time will tell, but let's just say the potential is there.

Overall, the impression it gives me is good. I saw a few things that needed improvement, namely layout and other small issues, but there is a lot to like about the book. For one, it's absolutely packed with information. My first, brief "once-over" of the book took an hour, and actually going in-depth took the better part of an afternoon. It's stylish, graphically appealing, and a pleasure to read. The writing is well-done, and though it may lag in a few areas, in others it excels (see my comments above on the chapter on the Force). This book is definitely going to draw in new players, and should please a good portion of veteran SWRPG players and GMs.

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12 of 13 people found the following review helpful:
3.0 out of 5 stars Excellent Star Wars, but still requires key elements, April 9, 2001
What WoTC did in this version of SW RPG (called 3e SW or d20 SW), they did well. Admittedly, SW 3e is a port of D&D 3e. If you throw out the argument that SW "deserves its own system", then this book does an excellent job of delivering a fun, streamlined, and cinematic feel of the Star Wars galaxy.

Die hard fans of the old game will undoubtedly claim "classes, levels, XP, and d20s are for D&D" but this can never be an argument against a role playing system of any kind.

Having run several sessions with the new product, I can say the game captures the feel of blaster fights, chases, encounters with strange creatures and NPCs, and the balance of the Force.

However, some things are left out. And in a world like Star Wars, leaving them out hamstrings GMs completely.

The vehicle and starship rules in their entirety span 25 pages, or less than 10% of the book! For longtime SW fans, it is nearly impossible to create classic cinematic scenes among characters of different "scales" (that is to say, characters running from vehicles, or vehicles running from starships, or starfighters running from Star Destroyers) with any level of satisfaction. The movies blend these scales together seamlessly, and the movies also demand that characters fight, and run, on foot, in vehicles, and in starships.

In short, the Starship/Vehicle rules aren't there... and to make up for it a supplement for Starships will be out later in 2001. I won't fault the designers for this. They worked hard to make this all happen in one year, and they've done as good a job as possible.

I have to fault WoTC corporate, for not putting more designers on the team, and refusing to perhaps launch multiple books so GMs have a guide to run these scenes, (such as the old PHB and DM Guide combo) even if Players are only "introduced" to the rules in the PHB.

Instead, GMs are on their own to craft inconsistent rules that they can't possibly playtest too well. The Internet SW RPG community is already fragmented due to this, with different groups making different mods, making characters from different GMs basically incompatible.

So I give the book 3 stars, because what they've completed (an RPG without vehicles and starships) is fantastic. What WoTC has left us with is an incomplete work, however, and I hope they remedy that as soon as they can.

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6 of 6 people found the following review helpful:
4.0 out of 5 stars Oh Wizards of the Coast, How I Both Love and Hate You, January 8, 2001
So now that Wizards of the Coast has bought out everything under the sun, naturally there is going to be a streamlined system with all their roleplaying games. The first to be revised into the new D20 system was, of course, Dungeons and Dragons. Star Wars is the second. This does NOT mean that Star Wars is a D&D clone. Rather, the D20 system is universal and can be successfully applied to many different genres and games. I am in general a fan of the new D20 system. It is simpler, quicker, and more realistic than any of the older systems I've used.

However, don't take this to mean that I am entirely satisfied with the 2nd Edition of Star Wars: The Roleplaying Game. It has a couple glaring faults, most of which stem from its overemphasis on Episode I (which is to be expected, due to the time it was made). Let's face it, Episode I wasn't that great, and until the prequel trilogy is completed, there's simply not enough story to base an entire RPG on, especially when you've got those other three proven classics that have made a successful RPG in the past. Obviously you'll include elements of Episode I in the game, but Wizards has emphasized it to the point that it overshadows everything else. This makes for very limited depth, and I think this is what most Star Wars fan's complaints have been based on. It doesn't FEEL quite like Star Wars, almost as if the makers weren't big fans like we are.

I would also complain about there not being the option to play a droid, but I am promised that a book will be published on the subject in the future.

So if I've got all of these complaints, why am I still giving this thing 4 stars? Because, hey, it's Star Wars! I like the D20 System, I like some of the new Jedi options, and although I'm not thrilled with the classes, at least they're vague enough to allow a whole lot of custimization.

Bottom Line: This game IS an improvement from West End's edition. It's easier, more realistic, and frankly, it's what everyone's going to be playing. But expect a revision in two years after Episode II is out.

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6 of 6 people found the following review helpful:
4.0 out of 5 stars Simply Amazing, Simply Star Wars, November 22, 2000
By 
This book is a work of art for any Star Wars fan. There are just so many things that make this book shine in my collection. I wanted to begin playing RPGs for quite a while, and I was looking for a decent RPG that could translate into Star Wars. But when I heard the OFFICIAL Star Wars RPG was going to be available I quickly pre-ordered it. The product is just amazing! The pages are beautifully rendered and the text is easy to read. The images are GORGEOUS, and there's plenty of them! This book is well written for those interested in playing RPGs, and I recommend getting the Invasion of Theed Introductory game if you haven't played RPGs before. Also get the Character Sheets because the one in the back of the book is IMPOSSIBLE to photocopy (too close to the binding). I gave the book 4 stars instead of 5 because at some points, particularly at the beginning, the book tends to assume that you have enough knowledge about the game and is confusing at first. But it's a minor drawback that clears up as you keep reading. Otherwise go BUY THIS BOOK!
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8 of 9 people found the following review helpful:
5.0 out of 5 stars Great RPG, lots of fun, January 7, 2005
This review is from: Revised Core Rulebook (Star Wars Roleplaying Game) (Hardcover)
I am a veteren D&D player and friend recently introduced me to SWRPG.Overall SWRPG is a very good game but is slightly similer to 3rd edition D&D with blasters instead of swords and the force instead of magic.However there are many deeper changes that really make it feel like Star Wars and both RPG veterans and new players will have a lot of fun with it.
The game has a lot of pros and a few cons

+ The main book contains a lot of info and you dont need to buy any others, however for someone looking to expand their game there are many upgrade books sold.
+ The combat system is very solid and is easy for new people to understand while not being too simple either.
+ Charecter creation isn't that difficult as it can be in some games
+ If you have a good GM (Game Master) the game really comes alive)

- The space combat system is very clunky.
- The selection of ships and vehicles are limited to those that were well detailed in the movies.
(both of these can be fixed however with 2 books "Starships of the Galaxy" provides not only a space combat system and more ships but a ship creation system and "Arms and Equipment" gives many new vehicles along with nice new weapons and armor. I highly recomend both.)

Star Wars RPG is a very good hobby and seeing as you need this book to play I highly recomend you buy it:)

PS. You might want to make sure there are people who interested in playing SWRPG in your neighborhood as this game requires multiple players and your cat will have a bit of a hard time with it.
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7 of 8 people found the following review helpful:
3.0 out of 5 stars Clarification, December 20, 2004
By 
Jason Potapoff (Edmonton, Alberta Canada) - See all my reviews
(REAL NAME)   
This review is from: Revised Core Rulebook (Star Wars Roleplaying Game) (Hardcover)
Just to clarify my review. I reviewed the OTHER D20 Star Wars RPG Core Rule book Amazon has for sale (which is listed at around $55 Canadian and is the first version of the rules). Which is why I put up my review to warn people to not buy the older version of the rules for a price which is more than the price Amazon is selling the second edition of the rules for (which at the time of this review is set at $39.17 Canadian). But for some reason my review is showing up for both books.

Just in case THIS review shows up for both versions of the books as well I should clarify things. If the book cover is the snazzy one where the half of the young version of Anakin Skywalker's face is on the front cover and the other half of the face is on the back with Darth Vader's face then that's the first edition of the rules. If the book has the less snazzy picture of teenaged Anakin and Portman and a few other shots from Attack of the Clones (first edition came out before Attack of the Clones so contained no pictures from that movie) then that's the second edition of the rules.

Sorry if I have confused anyone with my previous review. I was expecting my review of a book to stay on tht specific book and not be attached to another book as well or at least if it did then have it noted that it was a review for a different version.

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7 of 8 people found the following review helpful:
5.0 out of 5 stars Not Just Great On Its Own, But A Vast Improvement, February 11, 2003
By 
Mike Kremen (Pittsburgh, PA United States) - See all my reviews
This review is from: Revised Core Rulebook (Star Wars Roleplaying Game) (Hardcover)
I actually own both the original core rulebook and the revised core rulebook, and wow is there a heck of a difference. First of all get this book even if you are not going to be running a game of Star Wars yourself. This book has resource upon resource for the player to draw on, which will help save the Game Master time and energy and allow the GM to focus more on the game.

Improvements? Changes in the system! It's no longer a simple derivative of 3rd Edition D&D, it is growing in it's own direction. Also, there are prestige classes which were not there before.

There is so much in here of worth just for players, and for Game Masters, this update is a must. It has many things that will allow you to help the players understand the game, and gives ideas for campaigns, etc.

The current GM for our game is using this book, and he thinks it is great too.

Are there things left unexplained? Sure, it's just a general start into the roleplaying universe of Star Wars. There's other books for more specific things like time periods or ships/weapons or Jedi/Sith related questions.

And that is why it is a 5 star book for me. Because it covers the bases it needs to cover.

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