Episodic Storytelling in the Star Wars RPG

I’ve posted some thoughts on Nuketown about running the advantages of running an episodic-style Star Wars game as opposed to the more traditional “thousand plot points” approach we used during our Dungeons & Dragons campaign.

It’s not that one is objectively better than the other, but I’ve found that the episodic approach works well with our increasingly increasingly erratic group roster, as people drop in and out of game days because of family and job commitments (not to mention outright exhaustion.