Revenge of the 5th! Full 1.1.3 update!


The entirety of Light Side update 1.1.3 is available now! All in one zipped up file this time. The full update notes are in the game folder.

Along with it are my final two playbooks. They are both very fun, and a little more sinister, which is why I saved them till Revenge of the 5th.

The Imp (non-Jedi) - A turncoat. An infiltrator. You turned against the enemy and joined the side of Hope. But will your crew ever see past who you once were? Earn the trust of your crew mates and your place in the Galaxy as a bonafide hero.

The Redeemed (Jedi) - Redeeming the unredeemable is one of the oldest Star Wars tropes. Play as a former Dark Jedi who has turned away from the evil master that made them. This playbook starts with half of your Balance Track permanently marked. As you prove by your actions that you'll never turn to the Dark Side again, erase those permanent marks and eventually face your former Sith Lord to settle the score.

I hope you are enjoying Light Side. Please reach out to me if you have any feedback or even just to tell me how your games are going. I love to hear all the stories happening in the Galaxy Far Far Away!

Files

Light Side 1.1.3.zip 2 MB
May 05, 2024

Get Light Side

Comments

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I’ve given this a read through because it seems incredibly exciting. The dark side feels quite penalising, marking it on a failed roll n all. 

I’m curious about the Take Decisive Action move, in particular the “inflict harm OR clear all Dark Side” option. What’s the fictional appearance of this? Is it meant to offer a choice between maiming your foe or sparing them to end the duel? I wonder if it could do with some clarity. 

Apologies for not replying sooner! I don't check in here often enough!

Regarding Take Decisive Action this is the end of an epic Duel! First of all between Duel rolls, Jedi characters and their enemies should be trading quips and appealing to one another just like in Star Wars Media! I mention this because this will all lead into TDA feeling all the more satisfying.

TDA itself is meant to be the end of a battle, however you (or the Senate) decide to play it out in the fiction. What I love about my favorite lightsaber battles is that the themes behind the characters are often more important than the choreography.  In these movies, shows, comic books etc, duels rarely end in actual character death. Which is why I want the threat of Dark Side to be more or at least as pressing as taking harm in this game. When you win a duel it's not a victory of swordsmanship, it is a victory of good over evil. That's why you clear all dark side (or at least cut off a hand).

The move is open ended as far as how it looks in the fiction on purpose. The Senate may decide that the enemy flees. Perhaps you are separated by two halves of an imploding spaceship. Maybe the enemy plummets down a vast cavern. Those things could happen if you fail the roll as well, you'll just be on the receiving end of the consequences. I'll think about the wording of this move in future updates though. Thank you!

As far as Dark Side feeling penalizing and exciting, that's very good! I have been tweaking the balance of this since I created the game. When I added downtime I added a way to remove dark side between missions. My goal is to keep things dire during the missions, though you can use the Extra Move May the Force Be With You to clear a dark side.  There are also some playbooks that help you clear dark side during missions. I have thought about adding another basic move for this, but nothing has felt right, and I kind of enjoy how scary the threat is.

Keep in mind the Senate may ask you to mark or clear dark side at any time. So if you've done something incredibly altruistic, feel free to appeal to your GM to clear a dark side.

Cheers,
Ian

PS If you have played this game in the three months since posting, please feel free to give me you or your fellow players' thoughts! I am currently working on a new update to the game. You can reply here or reach me at ian@maudlingames.com