I have had the actual book for a few weeks now, but before yesterday I really did not take time to really go trough it. Now, after going it trough couple of times I can give my opinions and thoughts about the book Star Wars Roleplaying Game: Knights Of The Old Republic Campaign Guide.
First of all I am a fan of Star Wars roleplaying, but I do lack the actual knowledge of the era. I even haven’t played the Kotor games… yet. (For some reason I always delay it again and again.) anyway I ordered the book from amazon after I read from WotCs Star Wars forum about it. And it surely wasn’t a disappointment. Now if I just could only try with my gaming group…
Chapter I: Species Many species in this book were unknown to me, but still I liked most of them. The information was surely enough for any game master to take those species in use. At least I already did it, with success. I Especially liked the Miralukans, since I have once played Miralukan “Blind” jedi for a while in the past. Oh by the way, there is a terrible picture under species Kissai and Massassi. Anyway, it is nice to see that they have included bunch of “cool” species to the saga edition rules as well. Here’s the list: Arkanian, Arkanian offshoot, Cathar, Draethos, Feeorin, Khill, Kissai, Massassi, Miraluka, Rakata, Selkath, Snivvian.
Chapter II: Heroic Traits Chapter begins with series of questions to help players and GMs to learning the know their place in KOTOR campaign setting, which is of course a good thing for anyone who is thinking of starting a new campaign. It is the essential question in every other roleplaying games as well. After few character concepts it moves on to heroic classes and introduces lots and lots of new talents. This is the chapter where people already playing star wars with saga edition rules, have a nerdgasm. It introduces talents for old talent trees, concept of combined feats which is nice and also a bunch of new feats. The thing in here which I like very much are how they have expanded the product line in talents. I.e. I like the possibility to create my Boba Fett clone if I would want that because that was very difficult in the core rulebook. With these additional talents that, and many other things can happen more easily.. So it’s time to head out with my jetpack and move on to the next chapter.
Chapter III: Prestige classes This chapter first introduces few prestige class talents (and trees) for Elite Trooper, Force Adept, Gunslinger, Jedi Knight and Sith talents. After this juicy part we move on only to find new prestige classes such as corporate agent, gladiator and melee duelist. I really don’t have lot to say about this chapter. It is a healthy addition to the book and many players will definetely enjoy it.
Chapter IV: The Force They have given the Force a whole chapter and I cannot blame them. There are a lot of new force powers, talents and techniques. I have to say that in Force techniques there is lot of improvement happened. No there’s actually something useful! After the goods there is some candy for the Game Masters. Lot is talk about Jedi Organizations, academies and enclaves and covenants. This information was the one that was lacking on the core book. I bet many game masters, including me, are happy that they have given such info on this book. Then there are another Force Traditions, just like in core book. Five of them in total.. once again. Useful.
Chapter V: Equipment and Droids This chapter is full of what the title says. New lightsaber crystals, gadgets, weapons and such. There isn’t lot to talk about in this chapter except for one thing. They are offering bunch of enhancements to weapons and armors BUT they are not explaining how it actually works. “for use with the gear enhancement system in Scum and Villainy” (KOTOR campaign guide. 2008, 75). This sucks.. big time. Oh this is nice when first reading about the enhancements and then BAM! Fooled you!
Chapter VI: Old Republic Campaign This chapter is about life in the old republic, telling major points of what kind of status the jedi or the sith had back then and such. Good bits for game masters.
Chapter VII: Galactic Gazetteer Like in core book, this chapter describes new planets which haven’t yet been covered. I.e. Dantooine, Korriban, Cathar and many others. They have of course included the planets where the species in chapter I are from. Useful information.
I am not going to go trough the last five chapters since they are only full of npc-stats. Npc-stats for jedis, sith, mandalorians, creatures. We all know these are important, but not THAT important that we should waste a lot of space from the book to the statting of npc’s. I think this part could have been a little smaller. Maybe they just could have given tips to make customized versions of certain mandalorian troopers and such. Oh well.. I am not complaining, it was just an opinion. As a summary: Anyone who likes to play Star Wars Roleplaying game. Buy this sourcebook. It isn’t much but it surely is enough for people enjoying the galaxy trough roleplaying… for at least for a while.








