Between early exposure to televised coverage of NASA launches and constant reruns of Star Trek, it was almost inevitable that I would become a science fiction fan. It helped, too, that my father’s only sister, who was barely twenty years my senior, shared that passion and actively encouraged my fascination with all things related to space travel, robots, and laser guns. So, when George Lucas’s space opera Star Wars premiered in the late spring of 1977, my aunt and I wasted no time in seeing it. Like countless other children of my generation, the experience marked a turning point in the development of my imagination.
As I’ve written elsewhere, Star Wars dominated the mental landscape of my childhood from 1977 to 1979, a reign challenged only by my discovery of Dungeons & Dragons and, through it, the wider world of roleplaying games. Even so, my enthusiasm for Star Wars didn’t vanish. I vividly remember the thrill I felt at the first rumors of "Star Wars II" (the film’s actual title wouldn’t be revealed until late 1979, as I recall). While D&D redirected some of my imaginative energy, it never fully replaced my love for Lucas’s galaxy. That said, there’s no denying that the fervor of my early affection dimmed somewhat in the face of newer, competing obsessions.
By the mid-1980s, that dimming had become a common experience. Star Wars itself seemed to be fading into the past. In 1987, the franchise appeared adrift. Four years had passed since Return of the Jedi had concluded the original trilogy and no new movies were on the horizon. For many fans, the galaxy far, far away was becoming a relic of childhood. The Kenner toy line was winding down, Marvel’s comic book series had ended, and while fan interest endured, it was increasingly nostalgic in character. There were occasional whispers of more to come, but nothing concrete. To be a Star Wars fan in the late ’80s was to dwell in the long shadow of what had been, clinging to worn VHS tapes, dog-eared storybooks, and well-loved action figures.
Meanwhile, the tabletop roleplaying game hobby was entering a new phase. TSR’s Dungeons & Dragons still loomed large, but the landscape was shifting. A host of new games had appeared, offering players fresh ways to explore favorite genres. Yet the RPG industry had not yet figured out how to handle licensed properties particularly well. With a few notable exceptions, like Star Trek or Marvel Super Heroes, most licensed RPGs of the era felt to me like clumsy grafts, existing more as marketing tie-ins than true adaptations. Then, in 1987, West End Games released Star Wars: The Roleplaying Game, designed by Greg Costikyan.
What West End delivered was more than just a faithful adaptation of a beloved movie trilogy: it was a revelatory act of worldbuilding. The game employed a streamlined D6 system, originally developed for Ghostbusters, that emphasized speed, flexibility, and cinematic flair over rules complexity. It was a system that matched the tone and pacing of Star Wars perfectly. Characters weren’t defined by a tangle of subsystems but by evocative archetypes: the Brash Pilot, the Young Senatorial, the Quixotic Jedi. Combat was fast and improvisational, encouraging swashbuckling heroics rather than tactical micromanagement. It felt, in a word, right.
But the real genius of the Star Wars RPG wasn’t its rules; it was its tone and presentation. The game didn’t merely borrow the setting of Star Wars; it inhabited it. The rulebook and its indispensable companion, The Star Wars Sourcebook, were filled with film stills, in-universe schematics, detailed planetary entries, and short snippets of fiction. These books didn’t feel like products about the galaxy far, far away; they felt like artifacts from within it. For fans starved for new material, the RPG was a lifeline, offering a way not just to revisit Star Wars, but almost to live in it.
It’s hard to overstate the influence these books would go on to have. Much of what we now take for granted about the Star Wars universe, like species names, background details about the Empire and the Rebellion, classifications of ships and vehicles, and descriptions of distant planets, originated not in the films, but in the pages of these RPG books. Lucasfilm itself came to rely on West End’s material. When Timothy Zahn was hired to write Heir to the Empire in 1991, he was handed a stack of WEG books to use as reference. In many ways, West End Games defined the Star Wars expanded universe before it officially existed.
Within the RPG hobby, Star Wars: The Roleplaying Game was also a harbinger of things to come. Unlike many earlier games, it emphasized genre emulation and collaborative adventure over simulationist detail. Its influence can be seen in the rise of narrative-focused design philosophies that would emerge in the late 1990s and early 2000s. It welcomed new players with familiar characters and easy-to-grasp mechanics, helping to expand the hobby beyond its traditional fantasy roots and making it more accessible to newcomers.
As I mentioned earlier, there were other successful licensed RPGs during this period, each with its own merits. But, in my opinion, none matched the totality of West End’s vision. The Star Wars RPG wasn’t just a game; it was a doorway into a living, breathing world, one that players could explore, shape, and make their own. Today, with Star Wars a global media brand, it’s worth remembering the quiet, crucial role this game played. It expanded the setting beyond what we saw on screen. It kept the flame alive during a fallow period. And it reminded us all that, with a few friends, a handful of dice, and the right kind of scenario, we too could journey to that galaxy far, far away.
What, no love for Ewoks: the Battle for Endor? But it has Warwick Davis, Wilford Brimley, *and* Carel Struycken! What more could one wish for? ;-)
ReplyDeleteAnd let's not forget 'The Ewok Adventure' !
DeleteThe Ewok movies were the original prequel series! While I'm unlikely to ever run WEG Star Wars again in this life, if it happens, these movies are 100% canon. :)
DeleteYub nub!
DeleteAbsolutely canon.
DeleteA lovely game. In retrospect, the biggest flaw was one that touches many licensed games: the plot armor of the main Star Wars story. The main characters' stat blocks are hyper-inflated, presumably to prevent someone from killing Darth Vader before the events of ROTJ, and the players are therefore relegated to doing "other stuff" while NPCs take on blowing up the Death Star.
ReplyDeleteAwesome peak at an interesting time. Looking at that cover image, I wonder if the fallow period ITSELF allowed for this game to exist, at a time when they may have acquired access to such copyright material and images for a song and a dance whereas today it would cost the lives of many, many Bothans to simply use the name; Star Wars.
ReplyDeleteI think you saw much the same with Star Trek. Not only did dinky little Task Force Games ,manage to get their own not-really-Trek license thanks to sloppy wording on Franz Joseph's contracts, FASA could afford a true Trek license in the period when Trek was in the doldrums. Both IPs would be fantastically expensive to license (and licenses nigh-impossible to hold on to long term) once they relaunched, but there was a window when they were cheap as chips.
DeleteI feel like I keep rediscovering that Luke was left-handed. There was someone else . . . Sonny Crockett? You don't really notice until you notice, unless you're a boxer.
ReplyDeleteI've never enjoyed Star Wars as a franchise, but I actually quite enjoyed Star Wars: The Roleplaying Game and its many sourcebooks.
ReplyDeleteWest End Games also put out an impressive line of 25mm figures and rules for Miniature Battles a few years later, for those that liked hardware and more gritty tabletop combat.
ReplyDeleteThey also also tried to get gamers back into space with Star Warriors, a straightup cardboard chit and hex wargame, though this was less successful in the long run, and the company never developed the minis for large-scale space battles. (A decade after Star Warriors came out, I had a job interview with the guy who designed the WEG wargame, and we talked about his disappointment with being unable to do more with the IP. Seems his rules were good enough for a couple of snub fighters to slug it out, but didn't scale up well when it came to fleet action.)
James, I've always wondered how history would've been different if FASA had gotten the license for Star Wars instead of West End Games. We know for a fact what they game would've been like — since FASA ended up publishing their pitch to Lucasfilms as the Romans in Space epic "Renegade Legion" (which btw DID scale up better) — but what would their role-playing content have looked like? Would it have been just as influential as WEGs?
ReplyDeleteAs I recall, some Trekkers at the time (early to mid-80s) treated FASA Trek supplements as quasi-canonical. That situation ended when Paramount yanked the license after FASA's two Next Generation supplements. As I understand it, Paramount always took a more "non-canonical" view of licensed material, in contrast to Lucasfilm's more ambiguous position where things could be "official" until George Lucas decided otherwise.
DeleteFunny, I was about to mention FASA's release of Shadowrun two years later, which involved: character creation using flavorful archetypes (check), d6 dice pool resolution (check), opposed damage vs. toughness rolls for damage (check)... and I'm sure some other similarities. Then two more years later you get Vampire: the Masquerade, with... flavourful archetypes, dice pool resolution, opposed damage vs. toughness rolls... I remember picking up the Star Wars RPG shortly after its release and marveling at it in the car as my mom drove me back from the RPG store out in the DC suburbs, but I didn't realize until now that it was (seemingly?) the design that started what became such a dominant trend in the industry.
ReplyDeleteStar Wars isn't really a dice pool system though, at least not like Shadowrun and Vampire. Buckets of dice, yes, but not pools. ;)
DeleteIt’s been said that Star Wars was to movies what The Beatles were to music – something that transcended itself to become a global phenomenon well beyond its medium. I remember Star Wars mania going well into the release of Empire Strikes Back. I also vividly remember some of the pushback on the sequel. Strange as it may seem nowadays, many took offense at the dangling ending (when we’re so used to prepacked franchises today). Also, not a few people I knew cried foul at the 'Vader as Dad' change. I remember there were supposed to be multiple sequels, or so it was said after the staggering success of the first movie. But by the time Return of the Jedi came out, the third was reduced to being the grand finale, owing to developments in movies, the receipts for the sequel, changes and troubles keeping the whole crew together. We just assumed that was it when it came out. My friends and I saw Jedi in theaters mostly as a ‘for old times’ sake’ nod (we were getting close to being out of high school). I came to call that whole era The Fantasy Renaissance since in the wake of Star Wars fantasy and sci-fi were everywhere like they never had been before in my experience. That was when I first heard of D&D (1981-ish). But it seems by the mid to late 80s, that whole era was also waning, at least on the cultural level I remember. Odd that’s when this RPG was released. I’ll assume it was due to legal wranglings that it didn’t come out earlier.
ReplyDeleteI must admit I did not know any of this, and I consider myself at least a 'mid-tier' Star Wars fan. Thanks for the article.
ReplyDeleteImho, WEG got this IP at golden time. They put out a quality product, worked within Lucas's guidelines and ran with it. The books were of good quality, good artwork, etc. Nothing has matched it since.
ReplyDeleteAgreed. While I enjoyed the FFG Star Wars system quite a bit, WEG was far more impressive in its worldbuilding and overall contributions to the Star Wars IP.
DeletePfft FFG rolled in and tried to pry every penny it could from gamers' wallets. Proprietary dice, 3 separate core rule and so on. Quite the racket they had going.
DeleteThis is a great post, a nice synopsis, and I have nothing to quibble over here. It is really hard to overstate just what a wasteland the mid-to-late 80s were for Star Wars fans. Hell, even those ewok movies with Wilford Brimley were better than nothing (which is what we otherwise had).
ReplyDeleteI didn't find WEG Star Wars till I was in high school ('88 or '89) and it was such a great shot in the arm. Just the film source books were so great, with so much added depth. Reading these books was welcome mana for a SW-starved fan, even if we weren't actually PLAYING the game (being more interested in Palladium's offerings at the time).
Thank goodness for West End Games and Mr. Costikyan. The system is a rather brilliant piece of game design, IP aside.
WEG Star Wars is one of my top 3 all-time favorite RPGs. Your post above noted most of the reasons why that is.
ReplyDeleteI first saw Star Wars in cinemas within weeks of its 1977 release, when no one had heard of it, because, weeks earlier, for Father's Day, my mother had tasked 6 year old me with picking out a book in a bookstore to give my father. And the Star Wars novelization had a giant cardboard display at the front of the store, back before the movie was released.
I was the perfect, ideal age back in 1977 and was immediately captivated, enduringly so as it turns out nearly 50 years later. That said, it can be hard for anyone who didn't live through it to fully comprehend how dead Star Wars felt back in 1986-7, before this game was released, even though "Return of the Jedi" had been released 'just' 3-4 years earlier. There was no internet then. As another commentor noted above, the two made for TV "Star Wars" mobies about Ewoks were juvenile and totally lame for a high school boy like me. Living in Southern California, around this same time I was able to go to Dinseyland and ride the then-new "Star Tours" ride, which was also a huge disappointment. George Lucas had said several times in interviews that he had no plans to make any more Star Wars movies. I, for one, thought it was over.
And then, as if by magic, this game appeared....
I latched onto WEG Star Wars soon after its release and I've played it off and on ever since. Just this weekend, my players were asking when we were going to play again.
ReplyDeleteI can't help but see the similarities with ICE and the Middle Earth License. In the early 80's, Tolkien was a bit of dead IP despite it's influence on D&D. Pete Fenlon basically got the ME license due to his mapping skills and he bothered to ask when no one else did. Subsequently ICE proceeded to put out very high quality middle earth source books that were used by Jackson's team when developing the movies.
ReplyDeleteI have the 2018 reprint of the original Star Wars RPG, and the new intro says "By 1987, the momentum of Star Wars had slowed down enough that it was safe for some to jump off. It's hard to fathom now, but most of the world did just that. Star Wars had vanished."
ReplyDeleteYour thoughts reminded me of that. I see Star Wars having been sustained by the RPG, the Timothy Zahn books, Shadows of the Empire, the trading card game, and finally talk of the prequels. The original franchise that wasn't allowed to die, now one of a great many!
The WEG Star Wars RPG is great, real solid system. I played in a campaign for a bit, I was basically a space Shaolin monk wrecking chumps with my bare hands. Unfortunately I had to drop it and the game eventually fell apart, but that's not on the rules.
ReplyDeleteIt's interesting hearing about the fallow years of Star Wars, since I was a kid just as the second, '90s Star Wars wave hit with the books and Shadows of the Empire and, eventually, Episode 1, so Star Wars has always been a big thing to me. The Star Wars I grew up with was the 1995 VHS box set, so pre-Special Edition but also not quite the theatrical cut.
I absolutely love the 1st edition of Star Wars D6. As a matter of fact, I just wrapped up a 10-12 session adventure arc with my teens and their friends. I do incorporate some aspects of MiniSix Barebones to make the game run faster (I ditch reaction rolls [dodge, parry, damage] in favor of a set DC) and I use Hyperspace D6's Force powers instead of the more complex WEG D6.
ReplyDeleteJames, you might be interested in the book "Defining a Galaxy" by Bill Slavicsek, which talks about the behind-the-scenes work over at WEG (and a bit about how it wound up shaping the Star Wars setting). The knock-on effect of WEG's work casts a long shadow; even in stuff coming out today like Andor, we can see callbacks to WEG-written material (like the Ghorman Massacre, which looks to be a pivotal plot point in Andor s2).
ReplyDeleteHey, thank you so much for mentioning this book. I have to admit I know absolutely less than zero about any of this, so I'm definitely going to seek out that book. Thanks again.
Delete"For over a hundred publications WEG were the guardians of the Star Wars EU, before the dark times..."
ReplyDeleteI have only played Star Wars d6 a handful of times but have loved it every time. My group is thinking of playing it again soon. I hope we do.
ReplyDeleteExcellent post and no quibbles at all. A point I'd underline is that it wasn't just the right game at the right time in the history of the Star Wars franchise, but Greg Costikyan is simply one of the smartest game designers in the history of the business and the WEG Star Wars benefited from his ability to make a fast, clean system that meshed perfectly with the feel of the movies up to that point.
ReplyDeleteAs fond as I am of ICE's MERP, there's no argument that it captures either the fairy tale vibes of The Hobbit or the epic saga feel of The Silmarilion, much less the in-between of LOTR. And while FASA made a bold effort to do with Star Trek and Doctor Who what WEG did with Star Wars by way of expanding franchise lore, the former is only an okay if overly crunchy take on Star Trek that mostly works only on the "space navy" facets of the franchise while the latter unsuccessfully tries to shove an unnecessarily mathy square into a round hole of tongue-in-cheek-even-when-serious British whimsey (the FASA Doctor Who game was mostly marketed to Americans with the Doctor we were most familiar with at the time: Tom Baker's scarf-wearing Fourth Doctor, whose adventures were a mix of riffs on Hammer Horror movies and serious-but-not-serious-stories by Douglas Adams). One can imagine what a FASA (or ICE) Star Wars RPG would've looked like (hint: percentiles and (more than likely) derived stats).
It's a good point, worth emphasizing, that the best genre-emulating games have mechanics that suit the source material. Besides being the prototype for the SW dice mechanic, the Ghostbusters game also captured the feel of the source film very well (and I was charmed by the totally arbitrary three-item inventory limit). The TSR Marvel FASERIP system is similarly evocative.
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