Re: Star Wars RPGs
I'm a big fan of the original D6 Star Wars game system. I could take someone who'd never even role-played before and talk them through creating a character and have them up and running within an hour. And it was very straight-forward...I like the whole 'roll this to succeed' mechanic. And I absolutely LOVE the fact that it completely does away with level-based character advancement and left the selection of skills completely up to the player. You could make a bounty hunter who specialized in hacking computer info to hunt his quarry, or a pilot who was a better gambler than pilot, for instance.
My Star Wars group tried changing over from D6 to the Saga Edition, because we'd all been playing the same characters for ages and they were getting pretty advanced and the GM liked the way the Saga Edition scaled for more advanced characters...it took us two full evenings to finish figuring out all the minutiae of adapting the characters over (much of which was due to flotsam and jetsam added in via the Expanded Universe, which is no longer canon, so if you're a purist, the Saga Edition needs a lot of cleaning up, anyway *grin*). But even after we got changed over, the mechanics were so unwieldy by comparison that we had one ground battle, which would have taken us maybe a half-hour to resolve under the D6 system...it took three and a half hours (partly due to unfamiliarity, but a lot of it was also just having to deal with figuring out additional details and make additional rolls under the new rules). Pretty much killed everyone's enthusiasm for it, and that group hasn't played since (though most of the players started another Star Wars game with a few other people...and went back to the D6 rules.)
Yes, D6 is an imperfect system. Smooth gameplay relies heavily on having a GM and players who aren't too concerned about having everything determined by the dice and are willing to live with some details being GM fiat, handwaving, or house-ruling. But it's simple, it's easy, and it lets you concentrate on the story-telling aspect of the game, rather than getting you caught up in the mechanics. If you're not running a group with high-level Force users, it's great. If you are running a game with highly advanced FUs, it still runs pretty smoothly as long as they aren't determined to totally dominate events. It is the one game where I've seen new characters integrated into experienced groups with the least amount of frustration (consider the expected attrition rate if you throw in a first level character with a bunch of fifth or sixth level characters, in typical D&D games, and you'll get a good idea of what I mean. In most games, that doesn't work...AT ALL. A half-decent GM and a party that isn't full of glory hogs can make it work easily with the D6 system.)