What has been "missing" from your games so far?

By DanteRotterdam, in Star Wars: Edge of the Empire RPG

For some reason our group has not encountered the force at all so far. None of the players have expressed an interest in force sensitivity nor have they encountered anyone that is. So far the rules for force usage have not been used at all, which is something I did not expect at all when I first read the book.

Also, starship combat has been relatively mild so far and besides the turrets on the Swift Talon (our players YT-1300) some linked lasers on a few Tie-Fighters and the turret on the ship of the Yiyar Clan we have not seen much variation. In fact come to think of it there is also not been much happening in the field of explosives etc....

Wow, we still have a lot to discover!

Credits!

We sat down and discussed what our goal was with this RPG. We agreed to go for a 3+ year campaign. With that said, we also opted for a starved economy. Nothing can bring a game, in our eyes, to a halt faster than Monty Haul approach. We have a least dabbled in all the aspects of what EotE has to offer, but from a simple view. As we get credits, we will play with more aspects of the game. We haven't really touched attachments and mods due to nobody able to afford them yet. Or even ship upgrades.

We love it really

Similar to you, Dante.

We've killed some Force Sensitive assassins (Sable Dawn), but other than that, nothing. My Jedi in our Clone Wars campaign had herself cloned (no sped-up growth or training, just replication) - I want to see what happened to her once she was decanted at some point.

Only a little vehicular combat - mainly just chase scenes. Our ship is pretty tooled up though.

We've tried to avoid fights against Imperial forces, too. I sense that's about to change, however...

Our campiagn lacks focus and approch and consists of doing as many things to pay off obilgiations as possible. High pay, a lot of modified weapons, a crew who generally refuses to spend more then 20% group earnings on the ship and no armiment/sheilding upgrades on the assumption (incorrectly) that the DM can't present a challanging space encounter as it would wipe the party out, and at least one occation where the party came close to physical pvp combat*

Basically the party currently lacks a defined role and is basically biting on every hook it can find, which largely means that few two encounters are ever the same. Very Star Trek/A-team styled actually in the sense that we take on everything. The main unexplored areas are space combat due to a largely stock ship and the Force, which we all opted to avoid intially, and no ones really wanted to test yet.

Also, we haven't encountered the rebellion yet. We are only really dealing with Chazika as far as employment goes so far.

*(basically, the droid wanted to not have a friend voided in space, the captain didn't want to nagosiate, we spent the entire session with a waylander split into a cargo hold faction which consisted of just the captain being "silent constantly" while the droid had control over the rest of teh ship and just wanted to talk terms. Needless to say, rather then talk, the captain tried to savatage the ship so that we could never get home, which resulted in nearly all of us trying to kill him, resulting in DM Fiat of a star destoryer popping out of orbit and him calling to report a multinity. Needless to say we lost a lot of respect for his character over that.)

Edited by LordBritish

Artistic depictions of some of the ships...

But seriously, no show of the Rebellion. Mentioned, yes, but no direct contact. Possiy a smuggling run to involve that.

Force was entirely absent from the first campaign I ran. There was ample opportunity for vehicle/space combat, credits, Hutt dealings and even working for the empire before defecting to the rebels.

It's been great having a chance to he so varied, going back and forth between espionage/theft, adventure books, policing areas for the empire. The lack of the force was a breath of fresh air for everyone involved.

Orcs and goblins!

The Force, although I expect a fairly dramatic entry in the next couple weeks. The Empire just rolled into the picture and my guys exited stage left promptly with a new Toydarian Quartermaster needing a ride in tow. No Rebels yet. The underworld is about to really get in their faces next session.

The Force. We've done a few smuggling jobs for the Rebellion, had a number of battles against Imperial ground forces and space forces, both in our party's YT-1000, and in fighters loaned to us when a shadowport we were visiting got hit by Imperial forces last week.but never ran into any Force Users yet. On and Party controlled capital ships. We've helped hijack a Neb-B, fought (More like ran from) a couple of Neb-Bs and Corellian Gunships) and once got hired to fly escort for a Marauder raiding a convoy during a dispute between a pair of corporations in the Corporate Sector, but never controlled any.

That will change soon though. We already have plans for a campaign where the party is part of the Corellian Resistance and unless we get wiped out early we'll almost certainly get a cap ship at some point int that. And after that we have a campaign planned where we'll be part of the crew of a Rebel Alliance Xanter probing the edges of the Unknown Regions for possible base locations

Things missing from my campaigns in order of stealing from previously mentioned.

  • The Force – Excluding Sense Defense.
  • Item Modification – Weapons, armor, ships. With a Gadgeteer and Outlaw Tech in both campaigns you’d think someone would have modded something by now.
  • Cybernetic Implants - My PCs goal but always short on credits.
  • The Rebellion – Some characters are clearly intended to be Rebel agents but the Rebellion hasn't been involved or even nudging the campaign direction.
  • Core Worlds – Never been outside the Tatooine sector in 10 sessions over 2 campaigns.
  • Capital Ships – Never been on one, fought one, run from one. Star Destroyers on long range sensors are just set dressing.
  • Stealth – No sneaking, no stealing, no ambushing even with stealth focused characters it either isn't possible, fails miserably, or doesn't occur to the PC at the time.
  • Obligation Removal - No one has managed to remove any of their Obligations yet, but soon I hope one of my PCs will get there.

No Force in our game, also much less space combat then I would have expected. Our previous WEG Star Wars games were always fairly space combat heavy, I'm not sure we've had more then a couple fights in the 6 months we've been playing.

One thing I'd like to add to our game is more use of obligation. I know it's supposed to be a bit fluid, adding and taking away, and we haven't played with that as much as I'd like.

Hmm. Well the first one is the Force. Several characters have toyed with the idea, but no one took the plunge. Everybody's on board with the plan to retire these characters and move purely into the Age of Rebellion book when that drops, so it's unlikely anyone will in this campaign. Weapon mods, cybernetic enhancements, and Rebel agents have all made appearances. Capital ships too, though never under player control.

I don't much like Obligation. I love it as a character creation tool, but it didn't take long before I stopped rolling it and just trusted my players to want to deal with it (they did). So you could say that's missing from my campaign.

The only thing missing from my campaign: frequency.

The only thing missing from my campaign: frequency.

This. Life? Job? Bills? Housework? Feh.............. :angry:

a lot.

The players really have not said what they really want. THis has become an issue. They are basically following my lead as a GM and going after any plot that shows up

a lot.

The players really have not said what they really want. THis has become an issue. They are basically following my lead as a GM and going after any plot that shows up

I've had this happen as well. The game is essentially what I want it to be at this point, as whatever I put out there, my players will run with. They seem to be enjoying it, and my attempts to get them to take the lead have fallen on their face. I'll try again when I get a new plan, but in the mean time, I've embraced it.

Time to actually play. :(

Back when the game released, we had a few sessions, but then one player moved away, and we never resumed the campaign. She's about to move back, but I work nights now, so it's going to be difficult to find a time to play.

It sucks, but it's money.

a lot.

The players really have not said what they really want. THis has become an issue. They are basically following my lead as a GM and going after any plot that shows up

I've had this happen as well. The game is essentially what I want it to be at this point, as whatever I put out there, my players will run with. They seem to be enjoying it, and my attempts to get them to take the lead have fallen on their face. I'll try again when I get a new plan, but in the mean time, I've embraced it.

I am having the same problem. It makes things easy and difficult at the same time.

Edited by kaosoe

a lot.

The players really have not said what they really want. THis has become an issue. They are basically following my lead as a GM and going after any plot that shows up

I've had this happen as well. The game is essentially what I want it to be at this point, as whatever I put out there, my players will run with. They seem to be enjoying it, and my attempts to get them to take the lead have fallen on their face. I'll try again when I get a new plan, but in the mean time, I've embraced it.

I am having the same problem. It makes things easy and difficult at the same time.

I tried to give my players some freedom to do what they want at a point where the overall story was picking up and I felt they had a lot of options. Their ship had just been destroyed, I implied out of character they knew who did it, they just had to ask some questions and look back at some of the people they made mad. They went to the bar, drank for a few hours, then went back to the last employer they had and asked "any work for us?" The person responsible is still at large, and they haven't bothered to investigate. Oh well. So the next session I just threw jobs at them, and eventually the evidence will fall in their laps.

Part of me (a big part) wonders if this means I haven't fostered any engagement in the story with my players. But you're right, this does make session planning very simple.

space combat. because Reasons.

I really need them to get hooked. my players are afraid to take on more obligation. All they can really afford to do is drop point shipments. They run away from most any type of conflict. In "Debts to pay" they were about ready to take the money and evacuate the Mine before it got destroyed.

Whats missing in my games? Players.

In the group I'm playing in we've seen a lot of variety: between the GM and player ingenuity, most skills come up a lot, we have combat most sessions, and so on. Encounters and tactics have varied. My bounty hunter has both kicked in the door and blasted everyone with autofire and snuck around and killed people quietly with a vibroknife. We've also had a couple space combats. Credits I would call between moderate and generous, but we work very dangerous jobs.

We haven't seen any force yet, and though one of the players just picked up force sensitive, I'm not sure he's going to take any force powers.

We've had one "random encounter" but that's something from D&D type games that Edge doesn't specifically have mechanics for.

I suppose something else we haven't seen much of in the game yet, and that I'm somewhat grateful for is Imperial Bureaucracy.

We also haven't had much obligation reduction, but that makes sense given how things have played out. We haven't had any major consequences of obligation triggering either though.