i'm thinking about restarting my star wars campaign with a new group after getting my grubby mitts on the sith edition of force unleashed (tusken skarkiller with unstable yellow crystal lightsaber FTW!!!). i used to run a saga edition group back when d20 radio was a single podcast and on episode 2 but that group has long drifted apart. the new group isn't really keen on learning another variant of the d20 system (most of the current players are already in a 3.5 AND 4e campaign) and they're looking for something different as a change of pace. i've always liked the core mechanics of shadowrun and am strongly leaning towards this system as the basis for the campaign. the other reason is simply $$$; i've already got all the core SR 4e books so there won't be an additional expenditure on my part. so, here's the question... what changes would you make to SR to make it feel more like star wars? here are some of the things i've thought of...
the force/magic: only allow mystic adepts (ie. the magic type in shadowrun that allows people to take physical adept powers and spells but no astral projection). for me, that pretty much solves alot with a simple restriction. force users who want to go the "sorcerer" route can still spent their entire magic point allotment on spells and jedi lightsaber whizzes can use them all on phys ad powers. the only other thing i would add/modify would be be a phys ad power called Lightsaber parry costing .5/level that allows those armed with a lightsaber a chance to deflect ranged shots.
hackers/droids: i'd dissallow full VR hacking as they don't really fit in with the movie trilogy hacking by R2 we've seen. pretty much any full out of body in game actions (astral projection, full VR hacking, etc) slow down the game immensely (even with the sr4 rules) and the group will be new to SR4 so i'd rather them getting used to the core rules before doing that stuff. maybe at a later date i'd incorporate it but not for the beginning. obviously, any AI or cyberthreats (as well as astral ones) would have to be toned down appropriately as the group can't use the most effective ways of handling them.
cybernetics: star wars does allow almost complete cyber replacement (vader, grevious, the force unleashed's starkiller evil ending) but it's extremely uncommon. i'm not sure if it's better to increase the availability threshold on the items or simply make them prohibitively expensive. i'd need to do one and i'm leaning towards upping the availability threshold on cyberware/bioware by 50%. by increasing the difficulty in obtaining even the more mundane cyberware, i curtail the cyberzombie problem (or goal) that some players have.
weapons/tech: not too much to change here. assault rifles become blaster rifles, heavy pistols become heavy blaster pistols, etc. just add "blaster" somewhere in the name of most of the shooty weapons and we're ok. drones = droids. the lightsaber gets the stats of a monofilament whip (as well as the dangers in using) and gets its own exotic weapon skill.
vehicles: here is another problem for me as a GM. i've never done a vehicle heavy SR game and frankly i find the SR4 rules for vehicles clunky. since i'm not too familiar with them, i don't want to go in and start house ruling stuff as my changes may end up being for the worse instead of better. initially, during character generation, i'll explain that we won't be doing much in the way of vehicle combat. if players want to go that route, i'll ask them to tell me ahead of time and i'll allow them to change their skills/purchase retroactively in the future if we become comfortable with the vehicle rules. in the beginning, i feel comfortable using jet packs and speeder bikes and such but there won't be in space dogfighting. as with hacking/projection, no full VR rigging.
experience/THE DARK SIDE!! mwuuhhaaaaa!!!!: don't know what to do here. do i incorporate a "dark" karma system of some sort? if you accomplish something via an evil route, you get a "dark karma" point. i'd also probably offer each player a "free" dark karma point that they can use each game, probably offered when the critically fail or need just a little bit more effort, which will also add to the "dark karma" total. at what point threshold should the dark karma officially turn the character to the dark side? i'd allow them to spend their normal karma earned throughout the game to remove dark karma (one for one), using the same reasoning as in saga that they're mediating/atoning for their actions. i've played in campaigns where GM's allowed evil characters and the players ALWAYS screwed up the fun for the non-evil players by messing with them. i don't want to deal with that so if someone goes dark side, they become an NPC. the question is how they go dark side mechanically.
soooo.... any other ideas??