My name is HappyDaze, and I am an Age of Rebellion GM.

By HappyDaze, in Star Wars: Age of Rebellion RPG

I planned on using Age of Rebellion as a supplement for my Edge of the Empire game. We were running a team of bounty hunters skirting the edges of the law and we figured a few ex-military types (using AoR careers) would fit right in. Then we got the book...

Sure, we could have stuck with the plan, but the attractiveness of working as a band of operatives for the Galactic Alliance (we had just decided that we were going to move the game to the Legacy Era, and this allows for a clean restart) was too strong. My group and I are going to restructure from a primarily Edge game over to a predominantly Age game.

I'm pretty excited by the possibilities, and I look forward to seeing my players willingly playing less shady characters. I'm also keen to try out Duty rather than Obligation (which several members of my group don't like).

Sure, I'll allow things from the Edge line, at least where it doesn't conflict with AoR (only a few minor things that I've noticed), but I'm hoping to really explore the new options. I might even start the group out on a Gozanti-class Armed Transport (reskinned for 137 ABY) just to see how Silhouette 5 vessels work now.

Hi Happydaze!

I am working on a 4 part adventure that transitions our party from Edge to Age, I also like this part of Star Wars quite a lot and the book has made it clear that I made the right choice.

I'm like you, I have a long-running EotE campaign that conveniently came to a good "end of chapter" just recently, and I am excited to run AoR as well. My players are all about it as wel.

What's more, I think I'm going to try to tie the two stories together, and I'm definitely going to have them in the same universe.

We are playing two sets of characters with the same group. There was an overwhelming opposition to the idea of the Fringe characters joining the Alliance, so we're keeping them seperate.

Both groups are aware of one another, and while I don't see them necessarily fighting each other, they will make uneasy allies at best. That said, I do see some overlap, considering their individuals plots and backstories.

I need more Legacy era in my life.

HappyDaze, I'm doing nearly the exact thing. I planned on adding more Imperial elements once AoR arrived, but now I'm transitioning my EotE game over to a Rebellion plotline. The pull of my love for the original movies was too strong. Seeing the previews of AoR just made me yearn to run a classic Star Wars campaign.

Happy, I don't have the book yet. I'm curious what things you have found that might not mesh well between the games.

Do you think 1 scoundrel type from EotE would play well in a group of Rebels?

I have been running a solo Edge campaign on the side with an expatriot Archaeologist (built off the Enter the Unknown specialization). I was really pleased with how his transition played out. He got hired to secure and deliver an artifact to the Rebellion, and adverse circumstances swept him into an unlikely alliance with a fiesty, hard-headed Twi'lek diplomat. Before they could get the artifact delivered, they were side-tracked on a rescue mission involving one of the diplomat's recent recruits to the Alliance.

He has now managed to accrue over 25 duty points and has more-or-less assumed a permanent role in a party of special operations characters.

Sure, I'll allow things from the Edge line, at least where it doesn't conflict with AoR (only a few minor things that I've noticed), but I'm hoping to really explore the new options. I might even start the group out on a Gozanti-class Armed Transport (reskinned for 137 ABY) just to see how Silhouette 5 vessels work now.

I haven't gotten my copy yet to see but what are the conflicts that you've found between EotE and AoR?

Sure, I'll allow things from the Edge line, at least where it doesn't conflict with AoR (only a few minor things that I've noticed), but I'm hoping to really explore the new options. I might even start the group out on a Gozanti-class Armed Transport (reskinned for 137 ABY) just to see how Silhouette 5 vessels work now.

I haven't gotten my copy yet to see but what are the conflicts that you've found between EotE and AoR?

Really minor bits, like the YV-929 having Sensor Range: Medium, blaster carbines not being usable with only one hand (without the Pistol Grip attachment), and possibly others as I notice them.

HappyDaze, I'm doing nearly the exact thing. I planned on adding more Imperial elements once AoR arrived, but now I'm transitioning my EotE game over to a Rebellion plotline. The pull of my love for the original movies was too strong. Seeing the previews of AoR just made me yearn to run a classic Star Wars campaign.

Happy, I don't have the book yet. I'm curious what things you have found that might not mesh well between the games.

Do you think 1 scoundrel type from EotE would play well in a group of Rebels?

My group and I think that it is generally easier and more believable for Edge characters to work as allies of an Alliance group than for most Alliance characters to 'bum around' with a group of Edge types. Since we like so much of what we see in Age, we decided to make it the primary element of our game rather than the supplement that we originally intended it to be.

That feel when my game is set 15BBY.

That feel when my game is set 15BBY.

No worries. That's pretty close to post-Clone Wars, so there are bound to be Age-types that are trying to adjust to an imperial world. Granted, most of the fluff presented in the book might be irrelevant. But there's a lot to work with in a Dark Times campaign.

I planned on using Age of Rebellion as a supplement for my Edge of the Empire game. We were running a team of bounty hunters skirting the edges of the law and we figured a few ex-military types (using AoR careers) would fit right in. Then we got the book...

Sure, we could have stuck with the plan, but the attractiveness of working as a band of operatives for the Galactic Alliance (we had just decided that we were going to move the game to the Legacy Era, and this allows for a clean restart) was too strong. My group and I are going to restructure from a primarily Edge game over to a predominantly Age game.

I'm pretty excited by the possibilities, and I look forward to seeing my players willingly playing less shady characters. I'm also keen to try out Duty rather than Obligation (which several members of my group don't like).

Sure, I'll allow things from the Edge line, at least where it doesn't conflict with AoR (only a few minor things that I've noticed), but I'm hoping to really explore the new options. I might even start the group out on a Gozanti-class Armed Transport (reskinned for 137 ABY) just to see how Silhouette 5 vessels work now.

My group is considering a campaign merging our group from the campaign we finished last week into the Rebellion first as Privateers, and maybe formally joining the Alliance someday (Usually if our privateer groups do formally join the Alliance it means something has gone massively wrong ICly though.) We've got two other campaigns planned before we go back to the current group though, and we are hoping for a Pirate and Privateering sourcebook before than. (Even if there isn't a dedicated Piracy sourcebook we're hoping for a regional or career book which covers the topic. Or if all else fails we'll just convert data from the WEG P&P sourcebook and Far Orbit Project)

But both of our planned AOR campaigns will include EOE elements. In the first we'll be part of the Corellian Sector Forces so we'll naturally be seeing and using a lot of ships and weapons from SOF, and the GM is planning to eventually have our unit based on a Starbolt from DC if we make it that far. For the second we'll be posted to an Alliance Xanter-class frigate, from ETU, assigned to search the Outer Rim Wild Space, and the edges of the Unknown Regions for possible locations for Alliance HQ.

Do you think 1 scoundrel type from EotE would play well in a group of Rebels?

Han and Lando did fine in the Alliance. If you count Legends many of the Alliance's fighter pilots were smugglers or free traders at some point. According to the Essential Guide to Warfare at least 9 of the 33 pilots or gunners assigned to Red Squadron at Yavin or Rogue Squadron at Hoth were smugglers, free traders, or at least had some freighter piloting experience before becoming fighter or speeder crew members.

And it wouldn't surprise me if there was an even higher percentages of scoundrels in the Alliance's transport division and a number in the rebellion's Procurement division.

Do you think 1 scoundrel type from EotE would play well in a group of Rebels?

Han and Lando did fine in the Alliance. If you count Legends many of the Alliance's fighter pilots were smugglers or free traders at some point. According to the Essential Guide to Warfare at least 9 of the 33 pilots or gunners assigned to Red Squadron at Yavin or Rogue Squadron at Hoth were smugglers, free traders, or at least had some freighter piloting experience before becoming fighter or speeder crew members.

And it wouldn't surprise me if there was an even higher percentages of scoundrels in the Alliance's transport division and a number in the rebellion's Procurement division.

Of course, none of this means that such characters need to be built as Edge characters. The career represents the essence of what the character does, which is not necessarily the same as how the character found his/her way to the career. A fighter pilot with a background in smuggling can be an Ace or Commander rather than a smuggler just as Han Solo is a Smuggler despite a past that includes time spent in the Imperial Navy.

Do you think 1 scoundrel type from EotE would play well in a group of Rebels?

Han and Lando did fine in the Alliance. If you count Legends many of the Alliance's fighter pilots were smugglers or free traders at some point. According to the Essential Guide to Warfare at least 9 of the 33 pilots or gunners assigned to Red Squadron at Yavin or Rogue Squadron at Hoth were smugglers, free traders, or at least had some freighter piloting experience before becoming fighter or speeder crew members.

And it wouldn't surprise me if there was an even higher percentages of scoundrels in the Alliance's transport division and a number in the rebellion's Procurement division.

Of course, none of this means that such characters need to be built as Edge characters. The career represents the essence of what the character does, which is not necessarily the same as how the character found his/her way to the career. A fighter pilot with a background in smuggling can be an Ace or Commander rather than a smuggler just as Han Solo is a Smuggler despite a past that includes time spent in the Imperial Navy.

True when people ask if EOE characters fit into the rebellion I think of them meaning in terms of theme or background rather than in terms of build.

Yeah, I was more interested in an EotE character fitting into an AoR group mechanically rather than narratively.

Sorry, I should have been more specific.

Yeah, I was more interested in an EotE character fitting into an AoR group mechanically rather than narratively.

Sorry, I should have been more specific.

Mechanically, there should be almost no difficulties. I do think that the AoR Specializations show a bit more polish in general with fewer filler Talents (Agitator might be the biggest exception). There are also a lot more Specializations that duplicate multiple skills from the Career, making for more focused characters (fewer Career Skills overall, at least until they buy into Recruit) that can more easily start with 2 ranks in key skills before spending XP.

Despite the group's initial enthusiasm over the AoR Careers and Specializations, we're taking a hard look at what might be best for a (Rebellion Era) Alliance Special Operations group. For the most part, the EotE Careers and Specializations seem like a better fit for such a group. Smugglers rather than Aces to get the group around. Hired Guns as irregular combatants rather than Soldiers to do the brunt of the fighting. Technicians rather than Engineers (although the Saboteur spec is quite attractive) for the tech work. The military feel of the AoR Careers and Specializations actually works against the SpecOps feel that we're looking for, so I guess we're primarily going to be playing Edge with Duty and contribution ranks added. Of course, we'll still steal from AoR when it feels appropriate - that's the beauty of fully compatible systems.

I showed up for a session with my group last night, and to my surprise everyone was excited about AoR and wanted to make characters for a new campaign. (Albeit an Imperial campaign)

One player who found droids difficult to optimize with a combat-oriented spec found that they work exceptionally well as Quartermasters. Great enjoyment came from Tech Procurement as an excuse to loot their enemies dry.

i'm basicly doing the same thing that Happy Daze is doing however i'm coming at it from the 'REBELS' and also for our space battles my group is using the ' X-Wing ' Ships and rules. Here is our group : Smuggler, 2 Gangster's, a Former Clone Trooper, Colonist and a Bounty Hunter . I just wish Fantasy flight would make RPG Figures for the mentioned players I mean they use to have them in the old Star War RPG, why not this one and Edge and ' Force Destiny'?

Basically they wanted this system not to need figures from what I understand.