I'm currently the DM of a Star Wars D6 campaign.
I found the system insanely limited though so I went ahead and homebrewed/expanded it to a whole new system.
To the point the campaign is considered an Alpha Test where anything is up for being altered/tweaked week to week depending on balancing, restrictions etc.
Current altered things include:
- Actual in depth character creation instead of a simple "Here's a bounty hunter, have fun" sort of deal., this includes choosing attribute investment, starting gear, your race etc.
- New Combat System. Originally in Vanillia DR was rolled each round, but that slowed down combat a ton so I made it a flat even DR. That ended up allowing the players to game too much combat (like shrugging off sniper rounds as if they're nothing), so it got reworked once again to get rid of DR completely, but increase HP's. Now combat is deadly to the point where two or three good shots can down a character whose built for combat.
- So added a critical hit system where getting hit with one can risk losing a limb, and in some cases insta-death (with a really high stamina save to survive with 1 HP. Assuming the death is from the table, death via damage get's no save).
- Mod's for weapons, armor and other equipment. Adds more creativity to gear, and a sense of progression.
- Force Sensitivity rebalance. Not wanting to ban force sensitivies, but not wanting them to be OP either I made the requirements higher. Basically now characters lose a significant amount of attributes points to gain basic force sensitivity (zero training in it what so ever), and leveling up a force skill is twice as expensive as any other skill (though gaining specific training via Jedi or Sith Mentor offers a 20% discount. So effectively with the proper mentor it's still 62.5% more expensive than vanilla in terms of exp, with the higher attribute cost still always present).
- Added Traits/Perks. Now people can get specific abilities and not simply level up simple skills and call it the end of story.
So far it seems to work fairly well.
Though the group has gone rather diplomatic the past few sessions so the new combat system has yet to be tested out that much.
Granted, that does mean the players are actually treating combat realistically, which is a good thing. :)
And so far in the Campaign they've done a number of interesting things such as:
- Serving the Republic (Old Republic Era) as Mercs against the Empire. Only for the Empire to steam roll the planet and the party find a way to escape.
- Later come back to the planet this happened on and completely destroy the Sepratist army there, doing so on the Empire's payroll.
- Doing work on Tatooine including repairing their own ship from scratch, and taking over a Sandcrawler. Having to slay a Jawa Mech Suit and escape a Kyrat Dragon to do so.
- Do more work for the Empire, where they flooded a mine and stole all their explosives.
- Did a Republic Job of catching a Rogue Scientist who was making a Super Soldier army, while being backed by three of the biggest Mercenary Companies.
- And then have their force sensitive gain open invitation to gain some guidance from the Jedi when needed (although they're seen as too old to go through proper/official training).
Basically, the party is a group of Mercs/Bounty Hunters/Smugglers who does work for the Republic, Empire and sometimes Criminals.
Whatever pays, it's led to a fairly open/sandbox campaign so far where although they're building reputation and growing in strength there's no specific storyline/faction that they're following or going down so far.