Bill Zebub
“It’s probably Matt Mercer’s fault.”
Apart from anything else, one thing that should make a big difference in Star Wars is degree of emotional investment by the character in the situation. D&D doesn't do this, and nor do the gritty simulationist games.
I keep re-reading these two sentences, trying to make sense of them.
Certainly many people have a high degree of emotional investment in their characters, but you specifically say it's the character's emotional investment in the situation. Which I take to mean some kind of mechanic that is tied to specifics about the character's mindset/background/disposition. And based on what you've written about other games, that makes sense to me.
The thing I'm curious about is why you think this is especially important in a Star Wars game?