Star Wars Tabletop RPG PDF Review

This Star Wars tabletop RPG PDF review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 78 / 100

Star Wars Tabletop RPG PDF Review

Just to get everyone on the same page, when I say that this is a Star Wars tabletop RPG PDF review, what I’m talking about this version of the game: Star Wars Roleplaying Game: Revised, Expanded, Updated.


One of the first things to note about Star Wars when it comes to its tabletop RPGs is that there are a lot of them, and they are all slightly different. This can create quite a bit of confusion for groups looking to get into this particular game.


If you do want to play Star Wars, I recommend the version I just mentioned immediately above. It’s easy to find, enjoyable, balanced, and has high production value.

Uniqueness of the Game: (6/10)

Star Wars as a franchise is unique in and of itself, so the tabletop RPG gets extra points just for being Star Wars.


I love all the force powers in Star Wars. If you play a Jedi, you get access to everything that’s cool about the game. Honestly, I can’t imagine why anyone wouldn’t play a Jedi, unless you’ve already played a Jedi so many times that you’re sick of it already. 


Without all of the Jedi powers, this game becomes something very basic. “Equip gear, have stats, roll dice.” Jedi powers have all the “magic” of the game, which leads me to the conclusion that Jedi really “are the game.” Take them away, and you take away almost everything that’s unique about the game.


This RPG does feature “Wild Dice,” which is interesting. The Wild Dice creates additional complications to the story when you roll a “1” and allows you to roll again when you roll a “6,” meaning that, in theory, anything can happen.


Ease of Learning Star Wars RPG: (7/10)

Character creation in Star Wars tabletop RPG is neither easy nor extremely difficult compared to other TTRPGs.


But let me emphasize that it’s not easy. Usually, you need someone who understands the game to walk you through. Otherwise, you’ll spend hours (at least 1-2 hours if you’re new to tabletop RPGs) just creating your character.


Character creation is usually when tabletop RPG campaigns fall apart. With some games, it takes so long to create a character that people get overwhelmed, intimidated, and never show up for the first actual gaming session. Because of the time it can take to create a character from scratch, Star Wars RPG is in real danger of collapsing entire RPG campaigns before the actual game ever begins. There’s a high level of entry just to get started.


The saving grace is that we’re talking about Star Wars, here. Some people love Star Wars enough that no rulebook can ever push them away from playing their Jedi (or other types of characters, I suppose).


If you’re dedicated enough to playing a campaign, there’s no reason that character building should intimidate you away from playing this game.

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Star Wars RPG Presentation: (10/10)

The Star Wars rulebook is very high quality. The artwork, graphics, font, colors, and helpful tables located throughout the book create a great experience.


In every section of the rulebook there are also loads of examples that help illustrate the rules. I like the extra examples as they help new players. Also… I hate the extra examples because there are a lot of them, and they are sometimes pages long.


However, the way these examples are done throughout the book does make the game more accessible, so it’s an overall plus. The in-depth examples (for example) leave little doubt as to how the game is supposed to be played.


Star Wars Lore: (10/10)

The game’s designers nailed everything in this book from Jedi force powers to space travel, and even in-depth ship details. Star Wars fans of all kinds will be thrilled to play this game. From everything I can tell, the game is 100% in line with Star Wars canon, and represents all the great parts of the Star Wars universe extremely well.



Combat in Star Wars RPG: (5/10)

The combat I’ve experienced in Star Wars is reasonably fun, but fights often take 45 minutes or more, each. Usually, within a few minutes or so, you can see advantages start to accrue on one side or another. Once those advantages accrue, you more or less know what the end result is going to be., it just then takes forever for that end result to actually happen.


I don’t mind this game’s combat system. I just think it’s a little slow-paced. There’s a lot of dice rolling, adding up results, and comparing tables, etc. Basically, there’s a lot of things that are “related to combat,” but in my mind, aren’t really “combat,” itself. I usually enjoy games where combat makes me feel like something is happening and I need to pay close attention to make sure my character survives.


There also aren’t really any unique systems to combat in Star Wars, surprisingly. You essentially just aim, attack, roll, and then see what happens. Even as a Jedi, aside from your force powers (of which you may not have many) you only have a few lightsaber techniques to use.

Fights are a little anticlimactic because everything comes down to rolls. When gaming, I didn’t ever feel like my tactical decisions mattered very much when it came to combat.


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Game “Flow”: (6/10)

The game flow for Star Wars RPG is amazing in some ways and bad in others:


  • From a lore perspective, the game flow is flawless.
  • From a skill check perspective, the game is reasonably fast, featuring simple resolutions.
  • In combat, there is no such things as “game flow.” Instead, things get a little boring after the first 10 minutes of each fight, in many cases.


Star Wars Artwork: (10/10)

Incredible. The Star Wars RPG art puts you into the game’s world. Honestly, this is some of the best art you can find anywhere. I like the quality of art in this game as much as I like the art in Dungeons and Dragons, which is saying a lot. There are top-quality artists, here.

The book has lots of artwork throughout, and the art style/ theme is also very consistent from start to finish.


Ease of Purchase: (4/10)

When I said earlier that there are many versions of the Star Wars tabletop RPG, it really is not clear at all which game you should play. Or, which game you should purchase.


There are so many versions of Star Wars RPG that it’s sort of a problem. Many of the games are also out-of-date or out-of-print, which adds to the confusion.


Furthermore, there are different games for different time periods in the Star Wars universe and for different types of play: Jedi vs. Sith, Rebellions, Han Solo type characters, etc. To find the right game you literally have to do research to figure out the most recent rules for the game, and for which style of game you and your friends want to play.


This score is only as high as it is because these books still sell on Amazon. Since you can get all of the Star Wars RPG options through a search on Amazon, you can simply find a book which you like the look of most, and go from there. Alternatively, I recommend looking for the “Star Wars Roleplaying Game: Revised, Expanded, Updated” and sharing that same game with your gaming group to make sure you all purchase the same version.


Price & How Many Books Do You Need to Play: (10/10)

You just need one book – the core rulebook – to play. These books also have a good price to them, or can be found as PDFs, online.


Fame & Availability of Supplemental Material: (10/10)

It’s Star Wars. Need I say more? Easily, everything you need to play a full campaign is already provided for you.


Star Wars Roleplaying Game: Revised, Expanded, Updated is Produced By

West End Games


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
Gargoyles in armor stand on a stone roof at night under a blue moon
By Jacob Tegtman April 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OMnHDV9p7hk Transcription What if your next D&D character was carved instead of being born? And what if their entire purpose was decided the moment they were made? Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the playable monstrous races that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.  Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path. In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation. A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life. Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting. It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens. The Silver Path is clearly stated in the lore as A divine force or guiding power associated with order, light, and purpose. In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as: A religious belief system (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop A real source of power (it actually does things, like awaken inanimate stone) And is a standard for morality (what’s considered “good” and “right” in the lands of Crooked Moon) In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense. It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power. So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form. All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily. When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society. Common roles include: Guards Enforcers of the law Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place) Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever. Some eventually start to question: Why they were made Whether their role in life is fair And whether the Archbishop—or the Silver Path—is always right Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement. When it comes to abilities, Stoneborn come with: Argent Gleam Once per long rest, you can use a bonus action to choose one of two effects: 1) Path’s Grace You cast Bless without needing components. 2) Zealous Charge You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses. Next, they have Silver Bulwark When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn. And then lastly, Watchful Senses gives you proficiency in either: Insight Perception or Survival When it comes to roleplaying, Stoneborn characters are mainly about purpose. You might think about: Why your character was created Whether they still believe in their assigned purpose now And how they feel about the person who made them Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path: Do they see it as a real guiding force? Or just something they were told to believe in? Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them. So what do you think? Would you play a Stoneborn, or have you played one already? And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles? Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know. See you guys next time!
A fantasy adventure advertisement for
By Jacob Tegtman April 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=z-Ut7R3J2m0 Transcription Lost megadungeons from Gary Gygax himself are hitting crowdfunding this week. This is unpublished content from the father of D&D that's been sitting in archives for decades. Plus, the community is reacting strongly to what this might mean for old-school gaming.  Welcome back to Eternity TTRPG - your go-to source for all things D&D and tabletop RPG news. Today we're diving into what might actually be the most significant piece of D&D history to surface in years. So here's the scoop that's got the “old school renaissance” community in a frenzy. The Gygax Trust has announced they're bringing previously unpublished megadungeons created by Gary Gygax to crowdfunding platforms. Now, before you ask "wait, didn't Gary pass away in 2008?" - yes, he did. But here's the thing that makes this absolutely incredible. These aren't reconstructions or "inspired by" content. These are actual, honest-to-Mordenkainen unpublished works that Gygax created but never got to release during his lifetime. Here’s what We're Actually Getting: According to the announcement, we're looking at multiple megadungeons that showcase Gygax's legendary dungeon design philosophy. And when I say megadungeons, I mean the real deal - we're talking about sprawling, multi-level complexes that could keep your party busy for literal years of gameplay. The Gygax Trust is being pretty tight-lipped about specific details, but they've confirmed these materials were found in Gary's personal archives. Think about that for a second - these are dungeons designed by the original dungeon master. They are effectively classic D&D dungeons... that were never released. Also, I will be putting links for these megadungeons in the video’s notes, so be sure to check there to back them and get your copies if you’re interested! And with this... Community Reaction Is Off The Charts The D&D OSR (old school renaissance) subreddit is absolutely exploding right now. One user posted: "This is like finding lost Beatles recordings. Gary's dungeon design was unmatched - geometric, deadly, but fair. If these are authentic Gygax creations, this could be the most important RPG release in decades." But it's not just the old school gamers who are getting excited. Even 5e players are recognizing the historical significance. Over on r/DnD, another user wrote: "Even if you never run OSR games, owning actual unpublished Gygax content is like having a piece of D&D's DNA. This is our hobby's history." Now, here's where it gets interesting from a business perspective. The Gygax Trust is going the crowdfunding route rather than partnering with Wizards of the Coast or another major publisher. This makes total sense when you think about it. Crowdfunding gives them complete creative control, and honestly - The OSR community has proven they'll throw serious money at quality old-school content. Just look at the success of campaigns like Rappan Athuk or Barrowmaze. Here’s What This could mean For The Hobby: These dungeons matter beyond just nostalgia. Gary Gygax wasn't just the co-creator of D&D - he was a master of dungeon ecology and design philosophy that modern game design still draws from. These megadungeons could provide incredible insight into how he approached long-form campaign design. We're talking about seeing the evolution of ideas that influenced everything from the Temple of Elemental Evil to modern 5e adventures. Plus, let's be real - in an era where a lot of published adventures hold your hand every step of the way, getting pure, unfiltered Gygax dungeon design could be exactly what some tables are craving. D&D has effectively – shall we say, lost its soul(?) – in recent decades. This represents a return to what D&D was at its core, from one of the gentlemen behind the game. There are some Questions with these adventures though, that Everyone's been Asking Of course, the community has concerns too. The big question is authenticity and presentation. How complete are these materials – that is, is there a reason they weren’t published to begin with? Will they be published as-is with Gary's original notes, or will they be "updated" for modern sensibilities? One user said: "I hope they preserve Gary's original voice and design philosophy, even if it means the content feels dated by today's standards. That's literally the point - we want to see how the master actually designed dungeons." So that's this week's big news! The return of Gary Gygax content through crowdfunding is honestly something I never thought we'd see. What do you think? Are you excited for authentic Gygax megadungeons, or do you think some things should stay in the past? Drop your thoughts in the comments below. If this video got you hyped for some classic dungeon crawling, smash that like button and subscribe for more TTRPG news every week. I’m certain these will be some dungeons that I’ll be covering in the future, once they’re available. Until next time, keep those dice rolling!
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