Incorporating Age of Rebellion in your games

By Hysteria, in Game Masters

With Age of Rebellion's imminent release, I thought I'd ask how other Edge of the Empire GMs plan on integrating AoR into their games.

Personally, I want to hold off for a little while until it narratively makes sense. Most if not all of the AoR classes are geared toward combat, and I can see my players taking these mostly for the combat edge. Already one player's taken the Force Sensitive Emergent because it's a more active class than the Force Sensitive Exile. So my plan for now is to get them involved in the Rebellion a bit, let them pick whatever they want from the AoR sourcebook, and from there see whether they want to be part of the Rebellion or whether they plan to drift away and be on their own.

I think shady EoE characters segue nicely into an AoR clandestine operations setting. If you want spies in a hurry in a given area, go to the underworld. That's what the US did on the eastern seaboard docks and in Sicily in WW2.

Inglorious Rebels!

Just have the Empire completely destroy their lives. Then someone in the Rebellion contacts them through back channels with the possibility of doing some "jobs."

Some roleplay and a couple screen wipes later, their Obligations are scrubbed clean (or are they...?), they are given Duties, handed some weapons, and dropped off on some remote planet to take out somebody important.

Funny, while I plan to use aor to enhance the imperial entanglements, I'm making a point of keeping my scum out of the rebellion. They'll be there of course, but I don't intend to give the players the chance to join, would rather keep the fringe exactly that.

I wasn't planning to do that much with AoR in my current campaign, but over the last couple of sessions, two of my players have become very vocal cheerleaders for the party joining up with the Rebels. So.