Want to play SW, but advice needed

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

I'm a GM, and I've been running World of Darkness and Pathfinder games for the last six years. I ran D&D games from 2004 to 2012.

I'd like to get into the SW games, but I was hoping for some information.

1. How hard is it to learn the dice system? I'm used the d10 and d20 systems, but that's all

2. Are miniatures required or easily incorporated into games? I love the plastic.

3. Would the basic game suit a group fine for a while? We'd need some time to see if it's a game we'd really want to play, then maybe we'll dive in full force

4. Does the Edge of the Empire game work well for other chronological periods? For example, if we wanted to reframe a game in the Old Republic, would it work.

5. I'm sure I'll have a lot of people wanting to play Jedi. Are there rules for such characters? I've read about Jedi being outlaws and such. Just wondering here. Though we might have more options depending on the answer to 4. above.

1. Very easy to pick up. I'm used to D20, but enjoy this much, much, more.

2. Actually this game thrives with no miniatures or maps at all. My group uses some lego figures, but other than that, we don't use minis or maps in any way.

3. The base game and it's sequel (Long Arm of the Hutt) are a good intro to the system, but the rule book and other modules have a TON of more info and rules that up the complexity quite a bit.

4. Should be just fine, EotE focus on the fringers, outlaws, and other criminally type characters, though. The next two books focus on military and force-users.

5. None. EotE does have a force-exile specialization, but it is very, very minor. But the third rulebook will have the bulk of the force-user stuff in it.

I'm a GM, and I've been running World of Darkness and Pathfinder games for the last six years. I ran D&D games from 2004 to 2012.

I'd like to get into the SW games, but I was hoping for some information.

1. How hard is it to learn the dice system? I'm used the d10 and d20 systems, but that's all

2. Are miniatures required or easily incorporated into games? I love the plastic.

3. Would the basic game suit a group fine for a while? We'd need some time to see if it's a game we'd really want to play, then maybe we'll dive in full force

4. Does the Edge of the Empire game work well for other chronological periods? For example, if we wanted to reframe a game in the Old Republic, would it work.

5. I'm sure I'll have a lot of people wanting to play Jedi. Are there rules for such characters? I've read about Jedi being outlaws and such. Just wondering here. Though we might have more options depending on the answer to 4. above.

1. The dice system may be intimidating at first, but a few dice pools and rolls is all it really takes to start understanding the system. The Beginner Games for both Edge of the Empire and Age of Rebellion do a very good job of helping demonstrate the dice system, and they include a set of dice to get you started.

2. Miniatures are not required, but they are easily incorporated.

3. The Beginner Game includes an introductory adventure that lasts between one and two sessions. It has a follow-up adventure that can be downloaded for free that will last another three to five sessions. Be aware that there are no character creation rules, so you'll be stuck with the same six characters (four in the box, two downloaded for free) until you get the Core Rulebook.

4. Absolutely. You'll need to re-skin or re-fluff a few things (mostly vehicles and vessels) but I am currently a player in an Edge of the Empire game set in the Old Republic Era, and it works great for the setting. The Beginner Game might be slightly harder to adapt to the Old Republic Era than a freeform game because you're changing some things around in the module, but it's not impossible or a deal-breaker.

5. Yes and no. There are force sensitive characters (though not in the Beginner Game) and there are a lot of homebrew rules for Jedi type characters. That being said, the types of force users available right now are somewhat limited and we probably won't see rules for full-on Force users until the Force and Destiny Beta comes out at GenCon this August. (So, presumably, rules for playing Jedi are only a few months away.)

I'm a GM, and I've been running World of Darkness and Pathfinder games for the last six years. I ran D&D games from 2004 to 2012.

I'd like to get into the SW games, but I was hoping for some information.

1. How hard is it to learn the dice system? I'm used the d10 and d20 systems, but that's all

2. Are miniatures required or easily incorporated into games? I love the plastic.

3. Would the basic game suit a group fine for a while? We'd need some time to see if it's a game we'd really want to play, then maybe we'll dive in full force

4. Does the Edge of the Empire game work well for other chronological periods? For example, if we wanted to reframe a game in the Old Republic, would it work.

5. I'm sure I'll have a lot of people wanting to play Jedi. Are there rules for such characters? I've read about Jedi being outlaws and such. Just wondering here. Though we might have more options depending on the answer to 4. above.

1. It's pretty easy once you get used to it. At the start it can be a little complicated and confusing. I recommend using a dice-roller app that auto-sums net success/failure/etc. Makes rolls go quicker imo.

2. Not required. I suppose maps and minis can be useful just to see relative positioning, but distances in this game are abstract, so you don't need to be measuring out meters. You could certainly play without them.

3. By that I take it to mean "just the Core rulebook" and not including supplements. Yes, this can easily last you a while. The sourcebooks (both location and career) have some cool stuff but it's hardly required.

4. Yes, with the caveat that the rules for Edge and Age of Rebellion presume few Force-users, so don't think PCs can easily duplicate high-flying Jedu stuff from the Prequel Trilogy, Clone Wars, KOTOR, or Force Unleashed. It's a very different play style from TFU and even from Saga. More comprehensive Force rules, and probably stuff that ups Force user power a lot, will be coming out in the Force & Destiny line; the Beta of F&D should be released at GenCon this year.

5. Yes and no. You could certainly play a Jedi in another time period just using the current rules, but they will have a relatively low power level compared to things like the Prequels. This may not be a big problem for you especially if you also allow use of the Force stuff in Age of Rebellion. So don't think you flat-out can't play Jedi (I just encourage full-on Jedi to not be PCs in the Rebellion timeframe); just expect them to be on the level of Luke in the movies, versus Luke in the EU or Anakin/Obi-Wan/Ahsoka in the Prequels or Clone Wars TV show.

Edited by Kshatriya

1. Easy and they're cool.

2. They can be included or excluded at your whim.

3. Core book and dice are all you need.

4. It will work for any time period although we are waiting on the full Jedi rules due out in August,

5. Force users will be covered in the book out in August.

5. Force users will be covered in the book out in August.

Just want to point out that you can basically do every Force thing depicted by protagonists in the OT short of becoming a Force ghost, using the rules in Edge and Age of Rebellion...using the mind-trick, moving things with the Force, limited foretelling of the future, improving your offense and defense with the Force.

Basically you have the mechanics needed to replicate Yoda lifting an X-wing out of the swamp, even if you likely won't have enough trained Force strength to do so.

IMO it's important to remember the early years of the EU, where the nastiest thing that Sith did was Force Lightning, and while the Jedi could do some cool stuff but had other skillsets aside from just lightsabers and Force powers. They were much more than just walking collections of Force powers, which is what the PT, bad parts of the EU, and the Force rules in Saga edition seemed to turn them into.

Edited by Kshatriya

1) easy, though turning the results into a narrative takes some practice. It is very different then d20 though, so be prepared for some culture shock. This system is about telling a cinematic story, so its a little looser and more fluid then d20, be ready to "just go with it"and don't expect a detailed rule for every situation. Also note that rounds in this system are about minute or so in game, and an attack roll represents more then just a single shot.

2)they are not required, but can be used if desired, and occasionally do help a lot. Bear in mind the range and movement system is VERY different from d20, so grids and such won't help, and will actually cause problems if you can't learn to let go.

3) it'll do, though many of the rules are simplified, if you just man up and get the core book you'll be happier and better prepared to get the true experience.

4)mostly, though there are no actual Jedi, so you will be limited in that department. But the beta rules for Jedi will be out soon.

5) what there are rules for is force sensitive characters, and force powers. A good comparison is to think Luke in ep iv and the beginning of ep v, not a Jedi, but able to do some pretty amazing things.

Over all the system is very good, but its also an entirely different animal then d20 (space combat really blows a lot of paradigms out of the water). There's a good episode of the order 66 podcast comparing d20s hamburger to Edges Chinese food. Check it out.

I'm a GM, and I've been running World of Darkness and Pathfinder games for the last six years. I ran D&D games from 2004 to 2012.

I'd like to get into the SW games, but I was hoping for some information.

2. Are miniatures required or easily incorporated into games? I love the plastic.

We love the plastic too!

photo_zps34420de8.jpg

Easy to use minis, but not needed. We don't use them every session, but when we do it is a HOOT!

Um... Awesome! but what is that blue thing?

Where do I get mine?

What "adventure" are you running/playing?

Um... Awesome! but what is that blue thing?

Where do I get mine?

What "adventure" are you running/playing?

It is 'just' a GM made creature.

GM made it. We make a lot of our own terrain and stuff.

Our GM creates all his own adventures. He has been GMing different games for around 15-20 years. He had created his own star system for a game of his that never took off. We are actually leaving his system for the first time since September and are headed to Coruscant. Will be interesting I am sure.

1.The Dice system is pretty easy to learn I think. The book has a lot of details making it confusing, our group learned using the beginner box then switched to the full system which helped the confusion. The big thing is make some practice rolls and figure out what the roll means. Its an interpreted dice system as opposed to a set in stone roll system like d10 and d20 systems.

2. I like minis for other games, but I prefer to not see them in Edge of the Empire. It takes some work to learn how to explain the situation and remember where things are, but its rather liberating too. Give it an honest effort for 6 or so games and see how it goes.

3. The basic game is well put together and offers a lot of material for characters/players to work with. The extra books are nice to have, but I havent found anything in them that I just had to have as a player. Though as a GM they are very helpful to work through if your making your own adventure.

4. Sure, don't see why it wouldnt.

5. The standard game takes place well after the jedi's were wiped out. So the empire is hunting them down. They are putting together a major book for Jedi if I remember right. Personnaly I think the Jedi idea is overrated for the game purposes. Force sensitivity is rare anyways so having a bunch running around together seems silly. The star wars universe offers so much more than the empire/rebellion/jedi. I think this is also why they are making that book last and produced an outlaw game first. I even went as far as banning the force sensitive chapter and light sabers from my group and the players are actually happy I did it. Story line alone, it would scew everything away from being outlaws towards something else.