Star Wars: The Roleplaying Game

WEG Star Wars · Star Wars D6

Star Wars: The Roleplaying Game

Star Wars: The Roleplaying Game by West End Games is the classic D6 interpretation of the galaxy far, far away. It plays quickly and cinematically, featuring big heroic moments, cliffhangers, and brisk pacing. You talk, sneak, fly, and fight just like in the films, from cocky smugglers and Rebel spies to mystical Force adepts. The tone is pulpy and swashbuckling, with plenty of heart. Fans appreciate how swiftly it dives into action and how easily they can visualise the scenes. It’s perfect when you want high energy, clear stakes, and memorable one-liners.

A session feels like a tightly woven Star Wars episode. Cantina deals, blaster crossfire, starfighter chases, tense escapes, and tough choices abound. A professional Game Master sets the stakes, portrays the droids and villains, and keeps the action flowing. It caters to first-timers, returning fans, and seasoned players alike. Ideal for one-shots, birthdays, and team events, it also works well for ongoing campaigns. You can introduce new heroes or use pre-generated characters designed for the table. Book with our Game Masters to match the vibe you desire, from lighthearted capers to gritty Rebel commando operations.

How to play Star Wars: The Roleplaying Game

The D6 System uses pools of six-sided dice. You roll a number of dice equal to your attribute or skill, add them up, and try to meet or beat a target number. One die is the Wild Die. On a 6 it explodes and you roll again; on a 1 it can cause a twist. Turns move quickly. You state what you attempt, the Game Master sets the stakes, and you roll. Opposed rolls manage chases, blaster duels, and sneaking past troopers. You can attempt multiple actions in a round by splitting your attention, trading fewer dice for doing more, much like a frantic movie scene.

As a player, you bring a clear idea of your hero, a few traits on your sheet, and a willingness to be bold. Dice and handouts are provided. A professional Game Master offers pre-generated characters or assists you in building one, prepares the mission, tracks rules and Force powers, and manages allies and villains. One-shots hit the ground running with a focused objective and a big finish in one session. Campaigns introduce downtime, upgrades, and long arcs against crime lords or the Empire. It works in person or online with shared sheets and dice rollers on online play platforms.

Side view of a miniature roper camouflaged as a rock, with a red eye and maw, from the d&d monster manual.
Side view of a miniature roper camouflaged as a rock, with a red eye and maw, from the d&d monster manual.
Team-building session during a corporate event with a tabletop RPG, players immersed in a D&D-style campaign.
Team-building session during a corporate event with a tabletop RPG, players immersed in a D&D-style campaign.

Frequently Asked Questions

Do I need to know the rules or Star Wars lore?

No. A professional Game Master will teach you the D6 basics in minutes. You roll a handful of six-sided dice and add them together, with one die acting as a Wild Die in most editions. Pre-generated heroes are available, or you can create a simple template together. Familiarity with the films enhances the atmosphere, but you do not need extensive lore or timeline details. The session establishes clear goals, names, and factions, allowing you to dive in and be bold from the outset.

Which edition do you run, and how does it differ?

Most groups use 2nd Edition Revised & Expanded (1996) because it plays smoothly. 2e (1992) is very similar; both use the Wild Die and comparable skills. 2R&E refines starship and vehicle rules, clarifies damage scaling between personal and ship weapons, and provides clearer guidance for Force powers and templates. 1st Edition (1987) is more streamlined, with fewer skills and no Wild Die, giving it a more old-school feel. Inform the Game Master of your preference. They can prepare one-shots or campaigns in any of these editions.

How does this differ from D&D when we play?

It uses attributes and skills, not classes or levels. You roll pools of six-sided dice against a target number, and stunts are encouraged. Combat and chases resolve quickly with fewer modifiers and little or no grid. Advancement comes from Character Points you spend to improve skills, not through levelling. Magic-like effects are represented by the Force, handled with skills instead of spell lists. The focus is on fast scenes, quips, and cinematic stakes rather than dungeon crawling. If you are weighing options, browse the overview of all game systems.

What group size is most effective and how long does a session typically last?

The ideal number of players is between 3 and 5. The rules also accommodate pairs effectively, such as a pilot and a skilled gunner, or a smuggler and a young Jedi. Six players can work well with quick turns and ensemble scenes, and a professional Game Master will ensure that spotlight time is distributed fairly. A typical session lasts between 3 and 4 hours, which allows for a complete mission including a briefing, complications, a chase or blaster fight, and a satisfying conclusion.

Is it suitable for children or mixed-age groups?

Yes. The tone is adventurous and can be set to classic movie fun without grim detail. Blasters and lightsabers feel exciting, not gory, and chases and daring escapes keep younger players engaged. A professional Game Master can adjust difficulty, fade to black on sensitive topics, and provide simple character sheets with clear roles. For groups that prefer quirky droids or more serious Rebel operations, choose a Game Master whose table vibe suits your group by checking the overview of GM playstyles.

Can I play a Jedi, and how do Force powers function?

You can. In 2e and 2R&E, Force abilities use three skills called Control, Sense, and Alter. Beginners can sense danger, wield a lightsaber, or influence minds, then develop by spending Character Points and earning Force Points. Using the Force for selfish reasons can earn Dark Side Points, which have consequences in gameplay. Starting Jedi are capable but not invincible, so pilots, commandos, and scoundrels remain just as important. If you want a padawan origin or a seasoned mystic, inform the Game Master and they will customise it.

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Genres you can play in Star Wars: The Roleplaying Game

  • Space Opera

    Epic sci-fi melodrama set among the stars, featuring daring pilots, noble rebels, tyrants wielding planet-destroying weapons, and a crew…

    View genre: Space Opera
  • Crime

    Execute a stylish heist, track down a murderer, or navigate the mob's code. Crime games blend strategy, tension, and morally ambiguous…

    View genre: Crime
  • Heroic

    Stand tall, choose the right path, and triumph in the end. Heroic games evoke the spirit of The Lord of the Rings, featuring bold oaths…

    View genre: Heroic
  • Heist

    Gather your team, scout the target, and execute the heist. Picture Ocean's Eleven, featuring ingenious strategies, skilled roles, narrow…

    View genre: Heist
  • Military

    Close-knit teams under fire, difficult decisions, maps laid out, and the struggle of supply lines. Imagine Band of Brothers, but you give…

    View genre: Military
  • Rebellion

    Whispered schemes, audacious raids, and tough decisions as you stand up to authority. Imagine the intensity of The Hunger Games brought to…

    View genre: Rebellion
  • Pulp

    Action-packed excitement, nail-biting chases, masked adversaries, and deadly traps. Imagine adventures in the style of Indiana Jones or…

    View genre: Pulp

What players think

  • Tom was brilliant! He was really great with the children and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a really good job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot and yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but as honest criticism. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His attitude was fantastic, and he made the game enjoyable for all. I particularly appreciated how he could clearly explain what was required from our less experienced players while keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a wonderful time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thank you!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I arranged a session as a gift for my boyfriend, who is very enthusiastic about it, and he was thoroughly pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • A very good GM, Baptiste adapted well to our group and helped us progress in this one-shot. One issue was with the character sheets provided, which were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells (no healing spell) even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left their game saying it was the most fun they'd ever had, and my daughter wanted to sign up for another game with her straight away. She was friendly, and her approach enabled the players to fully immerse themselves in the game by allowing them to control how they wanted their actions to be carried out. I would certainly work with her again.

    John

  • A pleasant and straightforward introduction to D&D. Amber was adept at explaining and guiding the game, allowing us as players to quickly get into the rhythm and concentrate on the narrative. Collaborating with my colleagues to devise attack strategies was an enjoyable experience and provided valuable insights into each other's characters, thought processes, and differences. Overall, I found it to be a highly enjoyable session.

    Jens

    Triodos Bank N.V.

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