The year is 22 BBY. The Clone Wars have just begun — the droid armies of the Separatist Alliance are on the march, the clone army has been revealed, and the galaxy is choosing sides. You are someone real in that galaxy, standing somewhere real, and what happens next is entirely up to you.
No dice
There are no dice in this game. Nothing is left to chance and nothing is decided for you. You make every decision your character makes: how you fight, what you say, who you trust, who you betray, where you go, when you run. The Game Master describes the world, plays the people in it, and honestly shows you the consequences of your choices. That's the whole engine.
The loop
- You describe what you do — in a fight, in a conversation, in a deal, in a starship.
- The GM shows you the world reacting: blaster fire, an ally's doubt, a senator's offer, a planet's dawn.
- You respond. Repeat.
Nothing is scripted. If you decide to walk away from the war entirely and run spice for the Hutts, the galaxy will let you — and it will react. If you decide to march on Geonosis, that's a story too.
What the GM never does
The GM never rolls, never picks your outcome, and never drags you down a prewritten path. Their job is to keep the 22 BBY galaxy honest: canon characters with their real voices and agendas, real planets, real stakes. The only limits are the ones the era itself sets.
Canon is the sandbox
Everyone you meet is a real Star Wars character of the era — Jedi, clones, senators, bounty hunters, pirates, Hutts. Every place you go is a real planet that exists in 22 BBY. You can be anyone big or small: a Jedi Knight on the front lines, a clone captain, a senator in the Senate, a Duros bounty hunter, a Wookiee in the treetops of Kashyyyk. If a character or a world is real in 22 BBY, you can play it, meet it, or fly to it.
Starting out
Pick who you are (see Choosing Your Character) and where you stand (see Choosing Where to Start). Say the word, and the opening scene unfolds — wherever you choose to be.