
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 hero moments, cliffhangers, and snappy 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 pulp and swashbuckling, with plenty of heart. Fans appreciate how swiftly it gets to the action and how easy it is to visualise the scene. 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, plays the droids and villains, and keeps the action flowing. It works for newcomers, returning fans, and seasoned players alike. Ideal for one-shots, birthdays, and team events, it's also strong for ongoing campaigns. You can introduce new heroes or play pre-generated characters designed for the table. Book with our Game Masters to match the vibe you want, 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, just 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 add 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.




Common 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, with one die acting as a Wild Die in most editions. Pre-generated heroes are ready, or you can create a simple template together. Familiarity with the movies enhances the vibe, but you don’t need extensive lore or timeline details. The session establishes clear goals, names, and factions so you can dive in and be bold from the start.
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 leaner, with fewer skills and no Wild Die, giving it a more classic feel. Let the Game Master know 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 ideal and how long should a session last?
The ideal number of players is between 3 and 5. The rules also accommodate duos effectively, such as a pilot paired with a skilled gunner, or a smuggler alongside a young Jedi. Six players can work if turns are quick and ensemble scenes are included, and a professional Game Master will ensure everyone gets fair spotlight time. A typical session lasts around 3 to 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 heavy topics, and provide simple character sheets with clear roles. For groups that prefer goofy droids or more serious Rebel operations, choose a Game Master whose table vibe fits 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 utilise 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 vital. If you want a padawan origin or a seasoned mystic, inform the Game Master and they will customise it.
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