Im a Forever DM(tm) and have been wanting to run a kinda generic-sci-fi star wars esque campaign. I dont know the Star Wars Saga ruleset, but i currently DM DnD 3.5 and have the PHB for the Star Wars Roleplaying Game, which is a conversion of 3.5 to Starwars. If i ran the game for you it would be set in the star wars universe, but with modifications due to star wars being made in the 70s, they never conceived of smart phones. The universe would look like a kind of amalgam of Stars Without Numbers, Shadowrun, Star Wars, Deus Ex, ect. Futuristic sci fi where corporations run alot of shit if not most things and just about anything can be bought with credits. I use star wars for a rough setting because it has class skills listed, feats, ect, and it uses a rule system close to what i use for dnd. There is also a shit ton of art, maps, wikipedias for inspiration on what planets are like, ect. There just more "meat" on the internet to be used, tokens, space ship designs, ect. I could run the campaign, itd be fairly sandbox. Different factions with different desires working toward their goals each week. I modify some of the rules to keep the galaxy accesible, but to prevent "fast travel syndrome" where you just point at a spot on a map and appear there. Going across from one side to another is a multi-month journey, like crossing the atlantic by boat. It def wouldnt suck to be an alien, itd be a bit like Mass Effect or Star Trek in that regard. Depending on the species they largely get along, though humans would still be really populous. For the powerful charecters my roll system is 4d6 keep 3 reroll 1s then assign stats as you please. so you might get all 18s. or not. whatever. but for power increases all you need is credits to buy it, from cybernetic implants to specialized weapons custom manufactred for you and then shipped via transport to you like amazon prime. Max party size for me is 4 people, and all 4 of you can be Jedi Consular(force casters) if you want. Jedi and sith are things, the sith just dont run an empire and the jedi dont run a direct republic, instead governments have largely been bought out by corporations who run mega-blocs, the jedi try to fight to get a republic running and end it, the sith fight to get a authortatian plutacracy of the sith running. For aliens, everything from Mass Effect, Star Wars, Star Trek, Shadow Run(mutated humans into dwarves and such), and basically any alien you feel like making can exist. Galaxys are big fucking places and even in star wars its only less than 50% explored, from one galaxy. I tink that covers the 3 things at least. You can all be jedi and do things like find crystals that focus your energies, or get implants that allow you to somehow artifically store force energy, or you find an ancient tablet that teachs you some new technique, or more. 1. Dont suck to be jedi 2. Be strong jedi 3. Not super low powered fuck you charecters For a game start you would still start off relativly weak. To entice you i can offer two choices for a kind of game start, each assumes the party does NOT know each other before hand, they could easily be modified to work for a party that knows each other (maybe you are al in the same order) #1) You all are deeply in debt to a hutt for <player choice> each around 100,000 creds. After being captured by Nal Hutt, he offered you a choice. Either he blasts you on the spot and takes what he can get from the shit you have on you, or you accept a Thermal-Detonator implant just under your skin in your chest. Then you get transported to an experimental space ship production facility with the mission to somehow break in and steal the experimental ship his spies have told him about, code name Dauntless. It assumes you take the implant and are going on this opening-mission, what happens during the mission, and after, is up to you. Do you steal the ship and surgically remove the bombs? Do you cut it out yourself? Or maybe the party decides to fight hte hutt right there and we open with that combat. Could go a million ways. #2) You all pissed off somone, if only you could recall who, after being heavily heavily drugged you awaken with severe memory problems in a ship. The lights flicker, sparks fly off the panals on the wall. The ship shudders, you can hear the engine barley holding on, and you hear the whine of alarms. As the party comes to they hear over the comm "This is the Durosian Protectorate, You are ordered to ut engines and come to a stand still and prepare to be boarded." As you get up and move to the comm you find it is dead, you have NAv control of the ship, but no FTL engines and damaged impulse thrusters, only 50% capacity. You find you are on a non-inter-stellar transport ship, one used to say move food from Earth to Mars kinda deal. However the cargo hold and manifest reads a startiling list of terribly illegal goods. Blue Fever, Skooma, Coke, Heroin, Meth, Andoni Green Moss, GTX-3000 Pulse Rifles, Mark V Ion Grenades, HE Fragmentation Grenades, Laser Guided rocket launchers. In addition, your computer core has a whole bunch of illegal surveilance of political figures in the durosian parliment doing fucked up things. If you were caught with even the cargo you would be executed, with the black mail material the government of the planet you are near would have serious incentive to not just execute you, but "disappear" you and the evidence. Who the hell set you up? Do you go for vengance, seek medical care to restore your memories? or move on with life? Do you attempt to attack the Solitary Protectorate ship, or decive them, maybe you get them on jump them and try to steal their ship, or do you run untl backup arrives? Again, lots of ways it could go. Let me know what you guys think and message me if you like. While i was typing i came up with a 3rd possible start. If you are all of the same order, a rival sith order has made a hidden base on the planet you are on. You spend the inital starting time working directly with your order to rout the sith on your planet.