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 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.

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.
Players celebrate a tabletop roleplaying moment together beside a Game Master screen and battle map.
Players celebrate a tabletop roleplaying moment together beside a Game Master screen and battle map.

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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Genres you can play in Star Wars: The Roleplaying Game

  • Space Opera

    Epic sci-fi drama set among the stars, featuring brave pilots, heroic rebels, tyrants wielding planet-destroying weapons, and a crew that…

    View genre: Space Opera
  • Crime

    Pull off a slick heist, track down a killer, or navigate the mob's code. Crime games balance planning, pressure, and morally ambiguous…

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  • Heroic

    Stand tall, make the right choice, and triumph in the end. Heroic games evoke the spirit of The Lord of the Rings, featuring brave oaths…

    View genre: Heroic
  • Heist

    Gather the team, scout the target, and execute the heist. Imagine Ocean's Eleven, filled with clever strategies, skilled roles, narrow…

    View genre: Heist
  • Military

    Close-knit squads in the thick of battle, tough decisions, maps laid out, and the struggle of supply lines. Imagine Band of Brothers, but…

    View genre: Military
  • Rebellion

    Whispered schemes, bold heists, and tough decisions as you stand up to authority. Imagine The Hunger Games vibe brought to your table…

    View genre: Rebellion
  • Pulp

    Action-packed excitement, nail-biting pursuits, mysterious villains, and deadly traps. Imagine adventures in the style of Indiana Jones or…

    View genre: Pulp

What players think

  • It was an amazing experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was fantastic! He was really great with the kids and patient with his explanations. It was a wonderful evening and definitely worth doing again! The children 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 fantastic job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot 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 see it as honest criticism. Cheers, Mario

    Mario

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

    Casey

    The Merry Meeple

  • The game was really engaging. I got a game as a gift for my boyfriend, who is very keen on it, and he was very pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game quite straightforward and enjoyable.

    Marina

  • Baptiste was a fantastic GM who adapted seamlessly to our group and helped us move forward in this one-shot. However, there was one issue with the character sheets provided, as they were not complete or clear. Some of the French translations were quite rough. For instance, our cleric was missing spells, including a 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 allowed the players to fully immerse themselves in the game by giving them control over how they wanted their actions to unfold. I would definitely work with her again.

    John

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