Far Horizons disappointment.

By Doughnut, in Game Masters

I am kind of disappointed that we are not going to see some dramatic community/settlement creation/management rules. When the career sourcebooks started coming out I was actually excited for the Colonist book because I was hopeful for some community/settlement creation/management rules.

Even if aforementioned community/settlement creation/management rules were simply tack-ons to obligation/duty/motivation.

But alas I saw nothing in the preview even hinting towards such.

Though I wonder how many GMs would actually be interested in dynamic community/settlement rules. Perhaps it is just me.

No I'd certainly like to learn more.

Might be useful to have a system where you can randomly generate the size and nature of a settlement including what they trade in and most likely to pay more for.

For example what if the Empire has forcibly recruited all the younglings so they can be tutored by COMPNOR, how would your party react to the news that the Moff has interned all the kids to effectively brainwash them and use them to keep the locals in check?

It would be hard for a rebel cell to operate if the locals have no choice but to inform on them in case they find out from someone else and the Moff takes action even if they wasn't aware?

Not everywhere is a breadbasket like Dantooine... (Latest Order 66 podcast mention).

Begging for XP has some really good setting creation rules if you are interested. We just used them to create a setting ourselves. It's fantastic for not only getting all players to fully buy in to the world, but you can also truly mold the world around your players so that everything fits like a glove.

http://beggingforxp.com/2013/session-0-our-player-generated-setting-for-star-wars-edge-of-the-empire/

If anyone else has setting creation rules as well I'd be interested. Personally I find it to be one of the most satisfying parts of any RPG.

The end of the article said the next preview would feature advice on how to have "dynamic and dramatic" campaigns around a colony.

I'm excited for it still...the new career specializations seem really nifty...breathe a little extra life into the non-combat characters.

I am kind of disappointed that we are not going to see some dramatic community/settlement creation/management rules. When the career sourcebooks started coming out I was actually excited for the Colonist book because I was hopeful for some community/settlement creation/management rules.

Even if aforementioned community/settlement creation/management rules were simply tack-ons to obligation/duty/motivation.

But alas I saw nothing in the preview even hinting towards such.

Though I wonder how many GMs would actually be interested in dynamic community/settlement rules. Perhaps it is just me.

What are you thinking you'd like to see for rules? The write up does talk about homesteads and such, but I'm curious what sort of things you are looking for.

I guess that means that when the Smuggler book comes out that there will not be rules to start a Syndicate or Cartel! Personally I would love my Gun-slinging Pilot to get a hold of a CR92A Assassin Class Corvette and Have fun Pillaging the galaxy! Yeah the Dreadnaught would be more fun, but also more work! You could have some much more fun w/ a CR92A! :)

I'm still hankering for a shipbuilder's supplement although I do have visions of a Star Wars related version of the Treasure Planet animation for a game idea! :)

A legendary pirate who could strike anywhere out of nowhere and escape with ease?

I can see this being of interest to rebels, imperials, smugglers and archeologists alike!

i think it'd be great to have ways to improve ships and gear not already provided by the Cores in the Technician supplement. being able to Tinker or Jury rig a ship without house rules would be a great addition to any campaign.

From today's article about Far Horizons, to the OP:

"Meanwhile, it also explores the concept of the Colonist’s homestead and how the Game Master can use a homestead to shape a campaign. Whether or not your campaign features a character with the Colonist career, the homestead is an idea that transcends a single class and can lend an immediate focus and urgency to your campaign. We’ll take a closer look at how Game Masters can make use of the homestead in our next preview of Far Horizons !"

http://www.fantasyflightgames.com/edge_news.asp?eidn=4947

Homestead rules sound interesting. Hopefully they'll mesh nicely with AoR rules for bases whenever those appear.

To KRKappel a homestead isn't a community, and barely counts as a settlement. I was largely interested in growing/changing population and economic management rules on the outer rim. Not homesteading which by definition is singular property appropriation.

So the article has nothing to do with the original purpose of this thread.

To KRKappel a homestead isn't a community, and barely counts as a settlement. I was largely interested in growing/changing population and economic management rules on the outer rim. Not homesteading which by definition is singular property appropriation.

So the article has nothing to do with the original purpose of this thread.

Yes, by the strictest of definitions, you are correct. However, judging by how Star Wars classifies their ships, a homestead could very well mean anything.

Edited by kaosoe

Eh, call me crazy, but since we've got nearly zero information to go on other than a couple of vague write-ups, I'll save any disappointment and/or exaltation until I actually have the product in my hands.

To KRKappel a homestead isn't a community, and barely counts as a settlement. I was largely interested in growing/changing population and economic management rules on the outer rim. Not homesteading which by definition is singular property appropriation.

So the article has nothing to do with the original purpose of this thread.

While economic management and growing/changing population rules might be useful and cool, it's very much at odds with the themes and tone behind Edge of the Empire . The main core of the game is action, adventure, and swashbucklery. I'm really surprised you would expect any EotE supplement to describe such rules at all.

P.S. - I'm not saying such rules would be bad or that I wouldn't use/want them.