There are many things I love about FFG SW…but one of my criticisms is the degree to which it is afraid of players being awesome.

The character creation and leveling up concept is great. The execution is full of fear of players. Why do you have to waste a ton of XP to multi-class? What goal does that serve? Why do you have to choose between being dice effective and having cool character concept tricks? What goal does that serve?

It serves the triple goals of 1) imagining that a SW campaign is going to last year’s of playing the same character, therefore it must take years to work through the power arc; 2) reinforcing the classic Farm Boy to Galaxy Saving Hero trope where you start as a scrub; and 3) being afraid of letting players be too cool.

All three of those goals are ass. So if I were going to try to run FFG SW as a campaign…here’s what I would do: Double everyone’s starting XP and allow the same XP that buys powers on the power tree be used to buy skills and stuff.

Boom. Start off cool like Bobba Fett with a short power curve that gets you to the bottom of the skill tree in a handful of sessions.

Also triple the starting money (at least) cuz not even being able to afford a blaster pistol is the dumb.