Star Wars Miniatures and Roleplaying StarWarsShop.com - More Product. More Exclusives.
Search Advanced SearchView Cart   Checkout   
 Location:  Home » Books » Video Games » Living Force Campaign Guide (Star Wars Roleplaying Game)  
Shopping Categories
Star Wars Miniatures
The Star Wars Miniatures collection offers a great board game that doesn't require too much time or space to play. The miniatures are also exactly the right size for use with the Star Wars Roleplaying Game, which I would highly recommend. The old roleplaying system was made by West End Games, which I haven't tried.
SW Minis Sites
More Star Wars

Living Force Campaign Guide (Star Wars Roleplaying Game)

Living Force Campaign Guide (Star Wars Roleplaying Game)
Author: Wizards Of The Coast
Publisher: Wizards of the Coast
Category: Book

List Price: $14.95
Buy New: $4.00
You Save: $10.95 (73%)



New (7) Used (15) from $4.00

Avg. Customer Rating: 2.0 out of 5 stars 8 reviews
Sales Rank: 912953

Media: Paperback
Number Of Items: 1
Pages: 64
Shipping Weight (lbs): 0.8
Dimensions (in): 10.8 x 8.4 x 0.2

ISBN: 0786919639
Dewey Decimal Number: 794.8
EAN: 9780786919635
ASIN: 0786919639

Publication Date: March 21, 2001
Availability: Usually ships in 1-2 business days
Condition: has rip on binder

Customer Reviews:
Showing reviews 6-8 of 8
 « PREV  
1 2

2 out of 5 stars Only when you have bought everything else...   October 17, 2001
 4 out of 4 found this review helpful

This supplement was one of the first to appear for the WoTC Star Wars RPG. At that time I rated it three stars. Not fantastic, but worth picking up for specific reasons. The Cularin system detailed in the book is a great place to run single adventures, or even an entire campaign. Now that other, more useful sourcebooks are out, you might say except for narrow cases, this sourcebook is less worthwhile than it once was.

As others have pointed out, the system seems a bit "overstuffed". There's one of everything, from a Jedi Academy, to overflowing spaceports, to cultural conflicts, to an indigenous sentient species. Alas, like a strip mall, having a taste of each facet of Star Wars roleplaying dilutes the overall product.

Also, keep in mind the material presented gives you a complete system as of the events of Episode I. If you fast forward to the Rebellion Era or beyond you may not be interested.

If you play in the RPGA's Living Force campaign, you are definitely going to need this book. If you are a GM, you may consider this one if you are looking for fresh new places to explore. If you think Star Wars rolepaying is about visiting the worlds firmly established in Star Wars lore (on screen and in print) then this book won't add to your experience.


2 out of 5 stars A supplement that doesn't take chances   March 27, 2001
 19 out of 19 found this review helpful

Being the second supplement for the new Star Wars role playing game, the Living Force Campaign Guide is the `home system' of the RPGA and a part of the prequel time line. Though 30 pages shorter than the `Secrets of Naboo' book, it actually offers up information that can be considered useful to game masters. It details all of the planets within the Cularin System which is comprised of five planets (Acilaris, Cularin, Genarius, Morjakar, an asteroid belt, and Almas), orbiting a twin (binary) stars. The system is a hodge-podge of sorts as the writers tried to stuff as much of the rest of the galaxy into it. There are cloud cities hovering in the upper atmosphere of Genarius like Bespin, platform cities above the jungle world of Cularin, plus it is inhabited by a sentient race who reveres nature, both similar to Ithor, an asteroid field home to smugglers, and were invaded by the Trade Federation. All that was missing was a pod racing circuit.

Unfortunately where it falls apart is the total lack of detail where it was needed the most. A section called Mysterious Places and intended for story hooks, is far to brief in its descriptions of these places. The book mentions a Sith temple on the planet Almas, but spends less than half a page describing, and none of these `mysterious places' is accompanied by a map. One would assume that the most interesting places would be covered in some more detail than a few pages near the end of the book. The maps that are provided-the city of Forard is useless and an asteroid base is slightly less so. Finally, the art is just bland, not poorly drawn, just completely uninspired. In fact, the whole work seems to be a retread of what we have seen done before, and in many cases, better.

It has a native race on Cularin who are naturally Force sensitive, like the Witches of Dathomir. It has a creature that lives in the gas giant Genarius that secrete a fluid that negates Force powers, similar to the ysalamiri. It also states that one of the gases mined at Genarius is argon- a colorless, odorless, and completely inert gas that reacts with nothing, and one of the noble gases like krypton and neon. All in all the Living Force doesn't really produce anything new and not a lot that we haven't seen before. The `great evil' they mention on the back cover is still a mystery, because they didn't detail it much either.

What it does well is provide decent backgrounds for their large stable of NPCs, and good histories for why the system turned out that way. Perhaps the authors felt they could legitimize their work by including so much material from other Star Wars sources, like a blockade by the Trade Federation. Or maybe it was easier to borrow than to create something new. It does provide a Jedi Academy and some detail on how it is run, so there is at least a reason to include the Cularin System in your overall RPG universe, and maybe it even survived the Purge by the Emperor to be of use after the fall of the Empire into the New Jedi Order, a time more interesting, at least so far, than the prequel story line.

The Force will be with you, always.


2 out of 5 stars Not quite enough   March 12, 2001
 1 out of 5 found this review helpful

This book has a lot of interesting information for a beginning Jedi characters. But the book doesn't have much to add to a character that wants to grow. It might help a roleplayer to better play a jedi, but there is little to improve simple game mechanics.

Powered by the Force.

Star Wars Miniatures Forum - latest postings
Second call for Groups in the UK!!
Me and my Lady are again putting the call out for Groups in the UK. We play, and have got a couple of our friends into it, but there are no tournament groups to be found! Any body in the UK know of any?

They're gonna purp your nerp
This is souly for fun. It was an idea I had for the OR, and figured it could be just as in the R. And it's fun to see an old sergeant back to work with some old hairy followers Wookiee Hunter AT-ST Tarfful Lando Calrissian, Hero of Taanab Clone Commander Gree Clone Trooper Sergeant ...

Wat Tambor & Droid Reinforcements
Maybe I'm having a brain fart, but do you have to follow the normal squad building rules when bring in the non-unique droids for this SA? It doesn't say from any faction, so I'm assuming you must follow the normal faction rules.

Female Minis Players
Out of curiosity how many girls do you guys have in your Minis Group. My LGS has two that shows up for tourneys on a regular basis, myself and another. Also how do the gals do in your events? Are they frequent attendees and what do they play?

I had a dream, it was weird.
I had a dream last night. It went like this: I went to my LGS and bought a pack, I don't remember what it was, but I remember being sad about what I pulled. Until I opened the cards and there was a letter from Rob in there. It said "congratulations, you've won a tour of the factory and you also...

Promo Maps!!!! Where can I get them?
All right I know this might in the wrong spot but I really need to know where I can get the Clone Wars map and the KOTOR promo maps... Also can someone post a pic of the CW map? Thank you in advance. Oh and My LGS didn't have the right poster map for KOTAR :( So any help would be great!

Marka Ragnos Force Spirit
Marka Ragnos, Dark Side Spirit Cost ? HP - Def- Atck - Damage - Special Abilities Dark Side Spirit (Ignores all terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target. Does not provide cover. An enemy within six squares can spend 1 Force point to Remove this...

Imperials, 150 pts
hi all, what do you think of this imperial 150 pts squad to paly some scenarios and campaign battle, we use fringes as a different faction, so cannot be used from others. darth vader IC elite stormy x2 stormy officer admiral ozzel stormy on dewback stormy with e-web gen. veers Hologram

Working on a self prodject
Everyone talks about it, I'm up for designing it. I have basic blueprints on how to build the first "Electronic Board" First let me tell you that it is far from being started but the general idea of shape/sizie/workability is set. Many of you have wanted 3-D boards and such, well this isnt quite...

Rebel Direct Damage
--YoD(a), Revisited-- 48 Vader's Apprentice, Redeemed 36 Yoda of Dagobah 28 Luke Skywalker, Hoth Pilot Unleashed 27 Han Solo, Smuggler 18 C-3PO and R2-D2 14 Princess Leia, Rebel Hero 12 Deena Shan 9 General Dodonna 4 Mon Calamari Tech Specialist

Question about Furious Assault.
Replaces turn: Can move up to 12 squares, then attack each legal target once" I need someone to define "legal target" Thank you!

Bastila Shan, Knight of the Old Republic
Cost 75? HP 150 Def 20 Attack 15 Damage 20 Special Abilities Melee Attack Quadrouple Attack

Munn tactics broker
Just came to my head. If you had someone that had reinforcements X for a roll of 1 do you get them each round?

WIZARDS: SWM FOREVER!!!
I don't post much here but I do read the threads quite often and I've noticed a bit of negativity as of late. I just wanted to encourage the admins and creators of star wars minis to not get discouraged by it. I for one want you to know that I'm not leaving the game, am not angry about any new...

Tourny Squad
Just want some Ideas on this. Jaba Crime Lord 15 Moff Nyna Calixte 18 Grand Admrial Thrawn 37 Mas Ameda 8 Kel Dor Bounty Hunter x5 65 uggie x2 6 149 pts. 11 Activations (6 Turns)

Thrawn and Ozzel
Ok, I'm reading a thread in the General forum where someone says that they played someone using Thrawn and Ozzell and they were getting Ozzel's reserves every round. Using Master Tactician, you do NOT get to choose what your initiative roll is, do you? Master Tactician: Roll for initiative as...

Genohardans...tourny worthy?
Wanted to make a tourny worthy squad with the genos. Kota buffs em and they get deathblows and czerka gives em twin. Try to swap for repulse...has door control...suggestions? Comments? Thank you.... Captain Panaka 23 Czerka Scientist 13 GenoHaradan Assassin 21 GenoHaradan Assassin 21 ...

House rules for melee
Please let me know if this thread belongs in a different forum (customs perhaps?)... Would like to hear what folks are using for house rules to help melee out. I know a lot of folks generally agree that melee is underpowered in the game, and I happen to be one of them (and yes I know a lot of...

Vong able to go into any army?
Can't remember where I saw this notion but somewhere it was suggested that the Vong could act as Fringe and be added to any army. Was this just an "idea" or something that's actually done in tournaments and whatnot? Personally I find the Vong near unplayable in any effective manner, but if they...

Oddball's CE
So, Oddball's CE says: Allied characters with Pilot gain Grenades 20 and Penetration 20. Does this mean that a Shistavanen Pilot does not benefit from his CE, because he does not have the Pilot ability? I'm assuming that's the way it works (see Nym's CE for a similar example). The only thing...

eXTReMe Tracker