I’ve been working on this AGE conversion of Star Wars for what seems like an eternity, and finally I’m comfortable enough with it to release a play test document. My goal is that people play the game and send me some feedback on it. I want to know what you like about it, what doesn’t work, what you think it needs, etc. This is not the final document, it will change depending on what feedback I get, along with other stuff I’m still writing for it.
There are a few things to point out about it:
- It goes up to level 10 (mirroring the Dragon Age releases)
- Certain rules are incomplete (space combat and scales primarily)
- There are no vehicles other than spaceships right now
- Enemies are limited to just a few for now (reskin some Dragon Age ones if you want)
- It assumes familiarity with AGE rules, I’m not giving them away in the document
EDIT:
I’ve updated the document to fix some errors that went by unnoticed:
- The Scoundrel now lists Force as a secondary ability.
- The Soldier now list Willpower as a secondary ability.
- The Soldier now has starting equipment.
- Removed the Lightsaber Style talent, which was there as a talent from an older version of the document (it is now part of a Jedi specialization).
- And I changed the “blaster style” talent to “Gunslinger” and it applies only to pistols, instead of pistols and rifles.




With this series I’m continuing to chronicle my Dragon Age RPG conversion of the Origins storyline. This is a recap of our second session of that storyline. Unfortunately, the game was cut short due to a small fire breaking out in my bathroom (everyone is okay). Here is
Last night saw the end of the PC’s role as the Heroes of Redhold, an Avvarian settlement in the Frostback Mountains of Ferelden, and it ended on a kick ass note that truly showed how much stunts can turn the tide of battle in the Dragon Age RPG. First, a quick recap, and be warned, there are spoilers here for the “Where Eagles Lair” adventure from the Blood in Ferelden supplement.
One of the things I’ve learned since I began GM-ing Dragon Age is just how good placing moral conundrums in front of your players is. The Dragon Age adventure philosophy, by design, encourages this approach to story-telling, and I’ve found that it really makes players become more involved in the story you are all trying to tell.
I recently got my hands on the
“We haven’t seen a Dungeon yet, all we’re doing is talking to people, bringing down corrupt political figures, and killing monsters out in the wilderness. This is really different.”

