@Wizz said:
explicitly set the plot to occur alongside the events of the movies
I wouldn't do this. I would approach this like some approach time travel. You can be near events, but the end result will be the same. Better, you'll be somewhere else, where your stakes can matter to you and not affect the core canon at all.
Why do I object so much? Because Star Wars, a cinematic heroic arc, depends on an endless string of events to arrive where they do, with massive stakes. I don't care if Aunt Beru and Uncle Owen die, or have to go into hiding, or were Vaders hidden babysitters and the bodies were locals meant to disguise their withdrawal. That has as little or as much at stake as you wish to create.
However, trying to lay out a game that will try to play through the Battle of Yavin is foolhardy. Do you give everyone middle of the road rolls, so its pure luck if they manage to defeat the Deathstar? Do you give them awesome stats/Force Points so that they recreate it at will? Either you basically roll a a die and hope for that natural 20, or you are just fooling yourself. Why so binary an evaluation? Because, either you destroy the Death Star in time, or you don't. Using a random system along the lines of D20/D&D etc, with movement rates, a map your players sorta know, and a zillion random rolls, I am 95% certain it will always end the Rebellion. The most exciting option there is not "Hey look I didn't do as I said I would and cover my squadron, I blew up an extra gun tower and now there is no Rebellion", but at best the end of the Death Star and the Rebellion.
It's such a binary for the entire setting. if you want the Rebellion to be trashed and take out some/most/all the canon characters, I see that better as a choice of story background, not some random rolls and effectively random player decisions. Unlike WW2, that particular moment is massively personal with galactic consequences, and no way to make a satisfying game out of it. Either you're going to fail, or you've been given your successes, and now everyone else has to deal with your personal choices as the basis of the entire thing they came to play through.
How is one players decisions backed by random dice and a system stacked either for failure or success better than one Staffers decisions?
I am all for player created content and consequences. I am part of the camp who doesn't think we should come to an agreement about what will happen, but I do favor looking at things above the round by round random dice rolls to create a coherent direction. That's the point of game design, a coherent direction, and since I want dozens of players to spend their time playing in and around and about these events, I'd prefer it have a direction too.