i
wanted to run an all-Jedi game the last time i ran Star Wars, but it was my players who wouldn't go for it.
this was shortly after AOTC, and i was all jazzed to run Star Wars again and really wanted to see what a party of all-Jedi could do. of course, when i presented the idea of a Star Wars campaign to my group, one person wanted to play a Scout, one a Noble, one a Tech Specialist, and only one a Jedi Guardian.
i was eventually able to convince the Techie player to play a Jedi Consular instead, so i had half a party of Jedi.
i say this from experience: it is
much harder to run Star Wars with a party of mixed Jedi and non-Jedi than it would be all non-Jedi. i can't speak to an all-Jedi campaign because i haven't run one yet, but i had some difficulties with my mixed group.
we were in the "prequel" era, and i had some problems justifying how to bring the characters together and then keep them as a group. i had trouble coming up with challenges that were appropriate for both the Force-users and the non-Force-users. the whole campaign just felt rather uneven, with the presence of the Jedi pulling the campaign in one direction and the non-Jedi pulling it in another.
i will possibly be starting another Star Wars campaign shortly. this time, the only choice i'm giving them is either all-Jedi or no Jedi. i just had too many problems GMing a mixed group.
if your GM thinks he can pull it off, more power to him. however, i would suggest to him that he rethink his position. besides, how cool is a whole party full o' lightsabers?
edit:
Haradim said:
Note that if you do end up with a mixed party of Jedi and non-Jedi, there is a risk of the Jedi running the show. They do not simply travel and adventure; they have a code and a chain of command to obey. I've heard this can sometimes be a trouble spot, where the rest of the non-Jedi PCs are pretty much just along for the ride, since the Jedi has definite places to go and things to do...which may often conflict with the other PC's desires.
this was one of my major problems. how i initially got the PCs together was this: the Jedi were given a mission by the Jedi Council and the Senate. the Noble PC was a senator's aide from the world the Jedi's mission was on. the Scout PC owned a ship and was their transportation, so they could travel "incognito".
the problem was that after that initial mission was over, there was no incentive for the Noble to continue going on adventures with the Jedi. even worse, the Scout
really had no reason to be a part of the group other than that she was being paid to taxi the Jedi around. unfortunately, the Scout's player's way of "staying in character" was to have her PC remain onboard her ship 90% of the time because the actual mission "wasn't her problem."
at least with an all-Jedi group, they all have a reason for being there and they all ultimately take orders from the same boss. so the group has a unity of purpose that can keep them legitimately together over an extended campaign.
i believe there is enough variety in the Force skills and feats that even with only two Jedi classes there can be quite a difference between the members of an all-Jedi party. once you get to mid-levels, they can start taking the various Jedi prestige classes to differentiate themselves even further.
if the GM is worried that an all-Jedi party might be too "powerful," that simply means he can throw more challenging encounters at the group! that's a plus, not a negative!
