Sunday, June 7, 2026

The Best Outcome

I get the feeling that The Mandalorian and Grogu movie dying quickly as a box office bomb is the best outcome for Star Wars. This is the end of mediocre television series being turned into movies, and it puts the series back into a "stay hungry" mode, where they will need to return to the classic stories and plots.

I don't feel the news today that the Clone Wars showrunner is directing the new three sequels is great news; I would rather see the Clone Wars series put to bed and the influence of those characters and plots sunset. We have had enough Clone Wars spinoffs, please, no more of this (arguably great) series coming back from the dead, and characters and plots brought back that very few have a clue who they are.

Granted, given Lucasfilm's track record, the director will be replaced anyway.

Just get George Lucas to write, cast, and choose the director for the next movies. Seriously? He could course-correct this mess. Give him complete creative control.

We need the Legends Universe to return and for the slate to be wiped clean. Make these movies, as written, no changes, and do them justice, and the studio will have decades of billion-dollar hits on their hands. I know, they don't want to make them, but at this point, making those stories would be like Peter Jackson making The Lord of the Rings, done right, and you have a franchise again. Sure, everyone "knew the books," but treat the novels with respect, and all the fans will return.

I get the feeling that isn't what is going to happen.

But, still, the "TV movie" fading quickly is a blessing.

It means it will be forgotten, and we won't get any more of them. And I feel Grogu is a fad whose time has passed, like Bart Simpson, Groot, and other cultural icons. Time for that character to get older, wiser, and speak. Perhaps it is time to retire Grogu for good, let the animation division have him go on adventures for a younger audience in streaming shows, and move on.

But there is still hope left in Star Wars.

I have my games and stories, set in the Expanded Universe.

We have an MMO that is modernizing its engine.

I can weather the storm while everyone else calls it a dead franchise to boost their YouTube views. Most of them have moved on; the dead horse has been beaten.

There is still "life out there" in the Star Wars universe.

Treating Classic Star Wars the way we treat the OSR gives me immunity to the current bad news, keeps the torch lit, and lets me enjoy the stories I grew up with. I tell my own stories and ignore the hobby's current state, letting the negativity wash right past me, and it never affects me. The OSR does this well, with classic stories being told with whatever version of BX or 1E you have on hand.

Does 5E matter to us anymore? Only if you fall into the trap of caring. It is a cold and callous place to put yourself, but, honestly, if 5E has stopped speaking to you, why play it? Not to "play with others" or "ensure you have a game" because why do something you don't enjoy? I get it, we do put up with less fun games just to play with others, but I am done with those days. My group never got started.

And I love the old Star Wars and the classic stories, even when updated with my twists.

It is a win-win.

And there will be better days ahead.

Saturday, June 6, 2026

BX Cures Burnout?

There is a truth to BX being a cure for gamemaster burnout. In BX, the procedures for running a dungeon are very clear. You have a set dungeon turn, the referee tracks time and rolls for wandering monsters, the players track resources and interact with the environment, and the referee tells them what is around the next corner. Encounters are dynamic and fluid, with no preset script to read from, just a few ground rules about who they are, what is happening, and what the consequences could be.

But there is a structure here that creates the experience.

Modern gaming, like 5E or Daggerheart? We just jumped from the real sport of Greco-Roman wrestling to the WWE. Prescripted railroad adventures. Encounters with the story and outcome are prewritten. The dungeon has a story; the characters have multi-page backstories; and everyone and everything is telling a story.

We have moved from D&D being an unpredictable sandbox game to D&D becoming scripted professional wrestling. This is the single largest difference between classic BX D&D and modern D&D 5E.

Modern D&D replaces the BX sandbox simulation engine with a prewritten story you need to buy, read, and spend hours preparing to run. There is more money in fluff-filled hardcovers, after all.

And there is no game structure in modern gaming, just the prescripted flow of a story. Imagine playing baseball without any concept of innings, outs, or a set procedure of play. Imagine playing football without a strict timekeeping system or a division into quarters and halves. The teams get on the field, and just play the game until a preset outcome is determined, and the fans walk away happy since "everyone wins."

If you ran a game like that, you would get burned out since nothing really means anything.

Read the script, phone it in, turn off your brain; you are running a modern storytelling game.

And this sort of model is assumed for all modern games, where the rules exist to support an extensive story overlay required to even play the game. Pick up most games designed today, and you will see an overemphasis on story and very little emphasis on structure.

That gameplay loop and dungeon turn structure are the "sandbox engine" of BX.

And it is there to save a referee 90% of the work needed to run a game.

For the most part, BX runs itself.

Put a modern referee in BX, and wait a minute? What is all this structure? You mean, parts of the game that I had to write stories for and account for in each encounter automatically run themselves? And it is easier than hours of prep for each game, you just "hop in and play" and "the system takes care of the rest."

What is this game?

The game is BX, and the structures the designers built all the way back in the 1970s automatically eliminate the need for endless story writing before the game, and they allow any group to hop into a "dungeon environment" and have the story "dynamically generate." The same with wilderness adventures, there is a structure there, too.

Even if a referee had zero prep time, like homework was due and they had to go to band practice, that game could still be played. All the referee needed to do was "follow the procedure," and the game mostly ran itself, allowing the referee almost infinite room to be creative on the fly within that framework. A game could be run with zero story and no prep, and run just fine.

And what inevitably happens is that these story games adopt their own structure for story gaming and narrative flow, and that structure returns. Cypher System and its extensive narrative flow-control tools, and Daggerheart with its pools and dicing system, are examples of the structure coming back to "help referees," so you are not really getting away from structure; it has been renamed and moved to another part of the game (and likely less effective at running dungeons than the BX system).

The narrative dice in Star Wars and Genesys are another way to shift the structure to the dice for generic storytelling and are a touch fairer than other narrative gaming tools, since they are dice-based rather than at the referee's whim or tied to spending pools, as in Cypher or Daggerheart. Interpretation of the pool is still needed, but at least I am not feeling like I am "screwing my players" as I am in Cypher by triggering an Intrusion, or in Daggerheart by dropping fear on players. Those systems are more adversarial, whereas in Star Wars/Genesys I can point to the dice, shrug, and say, "bad luck."

My job as a narrative referee is a lot easier if I feel like I am not fighting my players. BX referees are a different thing entirely, and they enforce the game's structure at an event, with clear procedural rules. I am slowly shifting back to the narrative dice system of Genesys/Star Wars rather than systems like Cypher and Daggerheart, as they work better for solo play and clearly tell a story of what happens without referee intervention or bias.

As a referee, the more structure I have, the easier my job becomes.

The less of my own bias I introduce into the game, the easier my life is.

Structure cures burnout.

The elimination of bias and adversarial play makes the game more fun and engaging for the referee. These "screw the players" narrative trigger systems are ultimately fake tension, meant to be overcome anyway, and feel like throwing sand in the gears to create artificial tension and resistance to a predetermined story outcome.

With a sandbox system or narrative dice, the outcomes are not predetermined. Even the referee does not know what will happen. The next wandering monster check could kill the party. Rolling despair could mean a fatal wound, and that is the end of your character in one bad roll. There is no script. Your lives are at the mercy of uncaring, mathematical systems that have no care for your life or well-being, and you fight to minimize the impact of the cold, hard math of the system.

The story is how you deal with these impersonal, absolute, cold, hard systems during the game, together as a team. The story is never prewritten as a script before the play begins, cutting out all player input, and is doomed to be ignored anyway.

If you are burned out, tired of writing endless stories your players end up ignoring, and think roleplaying is "story gaming," give BX a try. If you are more of a story gamer, try Genesys and break free of the need to constantly oppose the players.

Let other systems do the work; instead of the game relying on you to constantly write reams of stories that will never get seen, read, or appreciated. Discover how great the game is without the need for all those scripts and massive, story-based railroads. Imagination happens during the game as a shared experience, not in hours of story prep toiling alone before it!

Immerse yourself in the structure.

Let the dice free you.

And discover the power of shared imagination.

Friday, June 5, 2026

Mail Room: Force and Destiny Beginner Game

The Edge Studio beginner boxed sets are a lot better than the previous Fantasy Flight sets. First up, the boxes are textured, heavy cardboard, meant to be opened and closed many times, with a top cover. This is a huge improvement over the thin cardboard boxes of the original beginner sets, and the components are mostly the same. The bottom cover even has an angled cutout so the game components can be pulled out more easily, and this is a huge improvement over my now-crushed Fantasy Flight beginner boxes.

This is a professionally designed box, and it shows. This box will display well and hold together on a shelf or in a backpack. This is a huge plus.

Why this game isn't more popular, I have no clue. The game is fun, the beginner set is solid, the dicing system beats many narrative games on the market today, and it is a well-thought-through, well-put-together beginner experience. There are three beginner sets; this one is for the Jedi experience.

This should be at least as popular as Call of Cthulhu, and the niche of gamers who love and play it remains strong. I find the beginner experience of these starter sets to be far superior to that of D&D 5E, and the roles and adventures are far more familiar and engaging than generic fantasy. To me, this is a far more gripping and compelling experience than fantasy.

It is unfair to mix the current, inconsistent Star Wars with the classic experience, and I can keep the two apart in my mind and still be a fan of the good stuff. I suppose those really into Star Wars roleplay are on Star Wars: The Old Republic and getting the full experience. I like the world, the lore, and all the action figures and toys of the RPG.

It is good stuff.

Is that a "gun character?" That is cool and an option for those who like shooty-style gameplay. They include a few character types as pregens, and you pick the playstyle you prefer.

There is a small canon break here: there are more Jedi and Sith in Star Wars than just the final few we have in the Star Wars trilogy, around the end of the first Death Star. There are many more Sith and Jedi, and the players play as Jedi initiates in this game, complete with Force powers. There are active Sith as enemies, too. So this universe is already breaking canon for fun and gameplay purposes, and that is cool.

And we get four pregen characters, who all look fun to play and are instantly accessible to beginners. I like the Force Monk; he looks fun to play, and we would be fighting over who gets to play him as kids. This is the type of Star Wars I miss and wish they would make today, that "aw, cool" version of Star Wars we grew up with.

Looks like we have a shooty character, a martial artist, and two saber users, which feels like a good balance and reflects differing gameplay styles.

We get a map and tokens, too, which is very nice and makes this game very beginner-friendly. I love the design of this boxed set, and it is something that D&D never sticks the landing on. You can play quite a few adventures with this set, too, not just the beginning adventure, as it suggests areas to branch out in and continue the fun, for those who need to wait a while to get the game's corebook.

More adventures and the ability to play the game beyond the starter adventure are excellent features that help lower-income and younger players who may need to wait a few weeks or months to play. More value in the beginner box is a huge plus, very generous, and it hooks players in and gets them looking forward to the full game.

Plus, you get a set of special dice! Eventually, you need two of these sets to have a full "four yellow" die roll for higher-level play, but this is good to start. You get one in every beginner set, so you will eventually collect enough, plus you can always pick up a set.

More Jedi is fun, and it fits the power fantasy of this universe well, pulling Episode 4's timeline more in line with the SWTOR "many Jedi and Sith" experience, and it opens the door for players to be actual Jedi instead of wandering around the galaxy and hearing about them. I would love to play in an EP4 universe with rising Jedi and Sith factions, that would be cool and change up the future of the universe. The roleplay would be more like SWTOR, especially if you allowed Sith characters, and the infighting and faction building would be amazing in that timeline.

Most of the Star Wars RP is online and concentrated in SWTOR, but the pen-and-paper games are fun and a part of this universe. Truth be told, the role-playing and universe of SWTOR are better than most anything in the current timeline of Star Wars, and the abundance of Jedi and Sith make this universe feel far more like the true "fantasy genre" of Star Wars. The technology is more primitive, the force users and powers are far more abundant, and the setting feels grounded and approachable.

Force and Destiny sort of brings that feeling forward, but does not make the SWTOR leap of having large Jedi and Sith factions running around. The Sith and Jedi are still around, just not in control of the two sides of the galaxy like they are in SWTOR.

If anything, SWTOR feels like the "real roleplaying universe" of Star Wars, well-hidden and concentrated in the online game, and it has much more of the fantasy vibe going on than anything that came after.

This type of strong "Sith and Jedi fighting in the current timeline" would invalidate the "there is another" of EP6, and the whole Skywalker Saga would be diminished, but it would be more in line with the MMO-style of universe and still fun. Seeing active and growing Jedi and Sith factions would pull in Vader, Luke, Yoda, the Emperor, and many others, and mess up the timeline permanently - but all is good in the pen-and-paper reality, and this game is more for fun than recreating the timeline down to the last event.

If you want it, then have it! This beginner set allows you to play with your action figures and live out those fantasies in this universe, so have fun, drop all the negativity, and play this game like it was 1977 again. Have massive Jedi and Sith factions fighting it out, and live in this galaxy again.

An excellent boxed set, and worth the upgrade.

Thursday, June 4, 2026

Star Wars is Not Dead

One side says, "Star Wars is dead, stick a fork in it."

This is the media, be forewarned, this is the same media that shilled every Star Wars project, good to terrible, for the last ten years. Keep that in mind.

The other side says, "Look at the media saying Star Wars is dead! Affirmation!"

No, you got it wrong: the media is throwing in the towel on being the ones burdened with selling terrible Star Wars for the last 10 years. If terrible Star Wars was somehow a success, they would be cheering for this. The media is basically going "sour grapes" on all of Star Wars and giving up trying to shill for the latest pet project, and they collectively know what is coming.

We are going to get what is in their eyes, populist Star Wars, consumerist, "please the audience", simple, back-to-basics entertainment. There will be no message in the next Star Wars, since the company can't afford it, and the people with other agendas trying to sell "using Star Wars" will be told to find another franchise to ruin.

The media is not on your side.

In fact, I can see the same sort of thing coming for D&D. The moment D&D goes "old school" with a revamped AD&D 2nd Edition, the media will pile on it, saying it's a "tone deaf" release, meant for "grognards and old men." It "doesn't speak to an audience who wants narrative storytelling." They will tell people to pile onto Daggerheart and other similar narrative games. 

If the media doesn't get what they want, they will tell people to "stick a fork in it."

This is the consequence of letting the media and social media sell your product. You live by them, and you will die by them. The moment they feel they will lose their "power" over the brand, they will turn on you with a vengeance.

And just like D&D, the company will come crawling back to the old-school crowd, asking for forgiveness and asking us to get hyped once again for "a product made for true fans." And we will always be the first ones shown the door when it gets popular, since the media and message crowd will flood in again, if the new version takes off. We are always too "toxic" and "not the younger audience they need."

Yet the true fans are the "hype engine" the brand needs to take that first step toward legitimacy.

It is a cycle as old as the tides at this point, and if you can't see this, go stand next to the ocean for a while and touch sand.

Well, I have my Star Wars games right here. I have decades of solid lore to draw on when writing stories, and Disney did me the favor of invalidating it all by branding it "Legends" content, which means it is set in stone and can never change. Remarkably, there are no warning labels on these books and games, unlike the history of D&D, which the parent company has deemed toxic.

Star Wars Legends lore will not change, is rock solid, and a consistent storyline for me to use to base my own stories on. What a gift to gamers this is. Thank you, Disney!

DIY Star Wars will be the best Star Wars for the next few years.

I arguably have a greater and more stable source of lore and canon to draw upon than anything in D&D, as the Forgotten Realms has always been a world of shifting geopolitics where the map and gods change at the whims of the next edition. Demons and devils come and go, and eventually become character options. New races are dropped into the world without history or lore to support them. The lore changes with every edition of D&D to "sell the product." It is a multiversal planar mess right now that needs to be brought back to basics and untangled.

BX does that perfectly, by the way.

And I am happy to say Disney CAN make a good Star Wars movie or series. Andor, Mando 1 & 2, and Rogue One are proof. They haven't been able to make the magic work recently, but I have faith. They will return to the true fans one day. We just have to have more of a backbone than the media, who give up on a franchise because they don't get what they want.

Did Disney have many huge misses? Oh, for certain, I did not enjoy much of what I watched over the last few years. But I need to have faith that "the audience has spoken" and that they will course-correct. This is what the media is trying to prevent by calling Star Wars "dead." "Sticking a fork in it" is the metaphorical equivalent of throwing down the gauntlet, and the media saying, "prove us wrong." The media wants more and more "bad Star Wars" to continue. And they are throwing a tantrum unless they get it, and they all probably know what is coming down the pipeline.

If anything, their saying "Star Wars is dead" is probably the best sign of hope we have ever had. Something wonderful is coming. If it doesn't, well, I can wait a little longer. If Disney wants me as a fan, they know who to call and what types of stories to tell. I will be there for them should they make magic happen.

I will be telling my Star Wars stories over here on my game table, and I will be patient, waiting, and in the long run, I will be right.

I will remain a true fan.

I'm not giving up.

I shall build upon the rock, while others build upon sand.

I got four decades of the best storytelling and universe creation backing me up. Yes, the new stuff is hit-or-miss, but we have decades more good than bad here, and I am not letting a few tone-deaf mistakes tarnish my childhood memories and love for these stories.

The media, at this point, is an AI-written website that will be gone in a few years.

Mine is the better bet. DIY Star Wars "is the way."

Trust the Force.

Wednesday, June 3, 2026

The D&D Community Advisory Group

So, D&D put together a "D&D Community Advisory Group" for what I guess is work on the next edition of the game. They did this to "discuss early product concepts and D&D Beyond tools" and likely as a sounding board for the work on the next edition.

https://www.dndbeyond.com/posts/2180-introducing-the-d-d-community-advisory-group

They are about who I expect, with a few too many who seem to be "tone police" on the group, and not enough "old schoolers." It really doesn't mean much, except as a hype machine, which is why the D&D YouTubers were chosen. D&D YouTube needs a lot of help, ever since Google told a lot of them to stop making D&D content and move on to new content.

The algorithm no longer wants D&D, and I don't know how they can fight it.

I doubt forking money over to Google would help.

Still, the group is likely handling both D&D and D&D Beyond feedback, so even if there is a new edition, don't expect it to magically eliminate the complicated characters that require a live-service support model. I do not have much hope that the complexity issue that drove me from D&D 5E will ever be fixed, if they ever will, and my hopes for D&D 6E are nearly nonexistent.

BX is my game.

5E blew up for me in a live-service support model, a mess of digital DLC, and books I could not own the PDFs of. Even the games that let me do that blew up under live-service conditions due to character-sheet complexity issues. I doubt I am keeping many of the books. The game is too bloated and obese to survive.

And BX is now open-licensed and free of interference and threats. The future is bright for BX, and that is where my support is these days. BX will never need a live service model, nor will it ever disappoint me.

Still, I wish them well, and I hope they are listened to. They are not really a group I would pick for the job, but they are going to pick people they feel will help them with whatever direction they go in. Based on the group, it is not really a direction I am interested in. I am more neutral toward them than negative, but I am not seeing too many in that group that I follow regularly. Of the few YouTubers they have on there, I never watch more than the first few minutes of any, and I avoid a few.

I am over D&D YouTube, mainly because of the constant negativity there, and it no longer gets suggested to me. The algorithm has seen my choices, and it no longer delivers D&D to me much, and I do not mind. Also, bringing in a constant source of terrible D&D advice from the YouTube crowd seems like a huge mistake of committee-based design, and many terrible ideas will be added to the game.

There is a difference between a masterful, crafted, unified, and elegant design and a game-by-committee.

Still, the 5.5E playtest packets were more hype than they were for gathering feedback, so the track record of D&D and community feedback is pretty sad. 5.5E was an in-house game, and the playtest packets (I felt) were just used to bait-and-switch D&D YouTubers into giving it coverage. I do not have too much faith in the community feedback process.

In a way, D&D is too big to be cool, too big to survive, and too big to ever be compelling and a must-play game ever again. We are in the maintenance phase of D&D, where the MMO still has a huge player base to milk, but it will never be as big as it once was. Like World of Warcraft, we are post-prime and looking for new ways to monetize a shrinking crowd.

The committee will generate YouTube buzz, but YMMV, especially with YouTube being uninterested in the game. They have an uphill battle just to sustain interest in D&D Beyond, to keep the player base from slipping away further as people move on to games like BX, Daggerheart, Nimble, Pathfinder, Dragonbane, Shadowdark, Draw Steel, DC 20, and others.

While it is tough to be positive, I will give them the benefit of the doubt.

I hope they do a good job there.

But I don't have much hope.

Tuesday, June 2, 2026

BX Makes You Immune to Bad 5E Advice

If you follow the dungeon turn, everything will work, the universe shall keep its logical order, resources will tick down naturally, wandering monster rolls shall be made, and you will not need to endlessly listen to bad YouTube advice for 5E. The more of these 5E "advice" videos from YouTube creators that I watch, the less I want to play:

  • How to Roleplay
  • How to Write a Backstory
  • Speeding Up Combat
  • Don't Use Alignment to Roleplay
  • Quick Dungeon Prep in Under 4 Hours

Just looking at the titles makes me want to poke D&D with a 10-foot pole and set the trap off from a distance. Some of them mention mechanics removed from 5.5E and present themselves as current topics. All of them are a terrible waste of time that makes me dislike 5E more than I should. They make 5E sound like the worst game ever written, since it seems like so much help is needed to play it correctly.

Terrible advice videos spread negativity and confusion for the game.

I now block, unsub, or steer far away from these videos in my suggestions.

D&D YouTube is infamous for spreading negativity and confusion for views. The vast majority of people hate-watch the negative coverage of the Wizards, just like the majority of Star Wars viewers hate-watch to see the franchise crash and burn. I stay away from most of the negativity since it is addictive like booze; you can get drunk on hate, and you need to abstain from it just to have a clear head and enjoy life again.

All of it hurts D&D, even the older editions. And the confusion and horrible advice drive people from the hobby.

How do you play the game?

By playing the game.

Back in the day, roleplaying was optional! You were not forced to, nor did you have to, come up with a backstory, declare a character goal and motivation, or layer a weak narrative inspiration-dicing system on top of the game. Due to the inspiration system, you are now forced to roleplay to gain a mechanical advantage in combat.

In BX, you do not need to engage with roleplaying to play the game, and many did not even start gaming with backstories or psychological profiles. The game gives you no benefit from roleplaying.

If you just wanted to play "dwarf," you picked "dwarf" and played "dwarf."

That was your "playing piece," like the shoe or dog in Monopoly.

If "dwarf" survived, maybe you gave him a name. Maybe you gave him some background. It was not required, nor did it give you a mechanical benefit. We usually figured it out by level 3, sometimes 5. Until then, it was just "dwarf."

In fact, that "feature" let us get new people into the game more easily, since it reduced the pain of losing a character and the number of decisions needed before play began.

Want to play with us? Want to play an "elf"? Sure!

You did not need to think about roleplay to play BX D&D.

You just "played."

And prep? The modules were typically 16 pages long, shorter than a single high-level character sheet, and you could read them during lunch break. This 6-hour fallacy for session prep is alien and not D&D. Most games needed no prep. Flub a room description or miss something? Most of the time, it didn't matter, and we put whatever was missed in the next room. The dungeons were meant to be expanded, so you could always make a new room and put it in there.

I get the feeling mixing D&D with a narrative game was a mistake. Writing "roleplay rules" into the game complicates play, creates a barrier for new players, and makes the game less accessible. Giving mechanical advantage to an out-of-game roleplaying reward cheapens storytelling and investment. Are you really playing your paladin as chivalrous, or are you just trying to gain inspiration for a combat benefit?

BX was a clean, simple, and straightforward game.

Let the narrative games be narrative games.

Mixing the game with a storytelling system was a misstep, and it ended up hurting our ability to tell stories with the game, since it linked mechanical benefits to something done naturally and for no benefit.

Monday, June 1, 2026

OSR Buyer's Guide Page Updated

https://sbrpg20.blogspot.com/p/osr-buyers-guide.html

I updated the OSR Buyers Guide page to cover BX, and here are my best suggestions for getting started with various editions in the hobby. Today, information, links, and discussions of BX are laid out, with my picks for the best in the genre, both in inspirational material and rock-solid books for play.

Gone are the discussions of alternate editions and versions (Labyrinth Lord, Dragonslayer, etc.), and a page will likely be added later to discuss them. Times change, and those need to be updated.