A Couple of AoR Core Rulebook Reviews.

By BastionKain, in Star Wars: Age of Rebellion RPG

Age of Rebellion Core Rulebook: review 1 of 2

I have a lot of mixed feelings about this book.. so I decided to review it twice.
you may see why after reading both reviews.


Review 1.
Assumptions:
1* The buyer is new to role playing games.
2* FFGs’ Star Wars: Edge of the Empire product line does not exist (or at minimum, the buyer has and never will have any desire to purchase or utilize any of that product lines material.)
Age of Rebellion Core Rulebook provides everything needed for both players and Game Masters alike to jump in to the Star Wars universe at one of its most exciting times. From the introduction, the reader is thrown into the Rebel ranks and sets the on an adventure to defeat the evil Empire.
The rules clearly state that the focus is on Role-Play and the heavy use of Narrative to keep things moving along smoothly. Like most RPG’s the rules can take a while to master but in Age of Rebellion they are clearly written and you will quickly pick up the basics. The dice system is interesting as well as dynamic, supporting the narrative style of the game and pleasing those of us who enjoy throwing fistfuls of dice down as frequently as possible.
As players begin to create characters they will find several options from race selection to careers and specializations. There are 8 familiar and recognizable races to choose from including the Gran, Droids, and even the race of our beloved Admiral Akbar, the Mon Calamari.
There are 6 Career path options each with 3 specialization trees as well as a ‘universal’ tree for those who are just starting out, or just can’t decide yet. Maybe you’d like to be a Diplomat who dabbles in computer hacking, or maybe augment you’re Ace Pilot’s skills by learning some Scout Talents. With the games system designed to let players branch out however they like over time, players will find there are plenty of options to keep them interested for quite a while. The special abilities you gain from your Careers Talent trees help separate you from the commoners, but don’t forget your basic skills.
A large list of Skills are the core of what your character can do and how well it gets done. Purchase up to 5 ranks in a skill to roll more dice and have the advantage. Skills vary from combat skills such as Melee and Gunnery, to more esoteric skills like Knowledge (core worlds) and Astrogation.
The skills are described in detail. You’ll learn what each one is good for, what it can and in some cases can’t, do. The book even gives options on how to interpret dice results for certain kinds of skill checks, which helps both players and Game Masters keep things moving smoothly.
Once you get past the character creation, there is a fairly standard fair of gadgets and gizmos, arms and armor that are available to the players. Save up and buy that fancy armor, if you don’t you might want to invest in a Bacta Tank. Even the weapons and armor in this game can be further modified. The modification options are somewhat limited, but even the small selection dramatically increases the overall number of ‘options’.
Of course, no Star Wars universe would be complete without some of those iconic Spaceships and imperial walkers. Fear not, Age of Rebellion provides stats for speeders, AT-ATs and even Star Destroyers. The ship combat rules are a bit less streamlined than the rules for personal combat, but they still get the job done. I imagine that most combat would not be ship combat though as player characters would be hard pressed to purchase a ship that would last more than a round against a star destroyer. Even in smaller ships though it’s still a generally dangerous and final a prospect to have your ship blown up in space seeing as how, when that happens you rapidly go from ‘meat bag in a box’ to ‘meatsicle out in the cold depths of space’ assuming of course that you aren’t immediately turned into ‘meat mist’ by the initial blowing up part…. Aaaanyway.
One thing that is likely to disappoint players is the apparent lack of Force related powers or abilities. There is a singular Force related Talent tree, and three basic powers you can acquire. You can move things with your mind, use the force to enhance your own physical abilities, or see the future. The powers here can be quite powerful, but the players won’t be able to just pick up a lightsaber and have the powers of Vader. Of course, that all makes some sense, since the Age of Rebellion is set in a time when there are no Jedi and the Force is a nearly forgotten thing.
The Age of Rebellion Core Rulebook has a nice section to help Game Masters set things up and lead a group of players. It’s not the most in depth help I’ve ever seen, but it’s a start.
There is a starter story in the back, a short mini-campaign that your GM can run called the Perlemian Haul. Its got bad guys, good guys and other stuff I won’t spoil for you, but it’s pretty well done even if it is fairly short.
When your done with the Perlemian Run, there is also a moderate helping of bad guys and locations to choose from that are already stat’d up and ready to go.
All the pieces are there. Good concepts, good rules, lots of choices, no glaringly horrible oversights, a little bit to get you started and a boat-load to keep you going.
For new GMs and new players who love the Star Wars universe Age of Rebellion is going to be a ton of fun.
-1 for not having more… stuff (just in general, more stuff is nice)
-1 for minor gripes about ship combat rules and very minor gripes about the books organization.

As far as Core Rulebooks for a new RPG goes, this is pretty great. 8/10

Age of Rebellion Core Rulebook: review 2 of 2

a book so duplicitous I had to review it twice.
Review 2.
Assumptions:
1* The buyer is not new to role playing games.
2* The buyer owns the Edge of the Empire Core Rulebook (possibly some other edge of the empire books as well) or at the very minimum is aware of and familiar with (has played extensively) FFG’s Edge of the Empire product line.
YOU DO NOT NEED THIS BOOK.

I remember when I was a kid maybe 7 or 8 years old. I was obsessed with action figures, specifically alien and predator action figures. I waited for the new ones to come out, kept track of the Toys-R-Us delivery schedule to make sure i could get mine. Each time a new one came out I was ecstatic. My favorite was the special mail away Cloaked Predator figure. it was AWESOME... then I started growing up, and suddenly had the realization that... wait a second.. this is the same exact figure as one that I had from a different pack... then i realized that several of the things i owned were just re-paints of other figures.. and i thought... wow.. I've sort of been cheated here.. i payed money for this stuff that they marketed as cool NEW products... but they are the same **** thing, they just slapped a different color on it and called it by a different name. And my fancy Cloaked Predator that i mailed away for was the worst culprit.. i thought i had something super special and new and different.. when really.. they tricked me in to paying more money for something that in the end, was basically an unfinished version of something i already owned...
That is basically what buying the Age of Rebellion core rule book feels like.
except, now I'm an adult and the regret/disappointment/anger was virtually instantaneous.

Age of Rebellion contains no compelling new material.

If FFG can sue themselves for plagiarism they should.
Here is the first paragraph from chapter 9 'the game master' in the Edge of the Empire Core Rulebook.

Welcome to the first step in becoming an EDGE OF THE EMPIRE Game Master. While running a role-playing game can be challenging, it is also rewarding in ways different from those associated with playing individual characters. This chapter walks new Game Masters through the information needed to become an accomplished and entertaining Star Wars GM. Novice and experienced GMs alike should find useful information and advice for running this game from both a storytelling and mechanical point of view.

and Here is the first paragraph from chapter 9 'the game master' in the Age of Rebellion Core Rulebook.

Welcome to the first step in becoming an Age of Rebellion Game Master. Running a role-playing game comes with both challenges and immense rewards. This chapter focuses on helping a new Game Master get the information needed to run a successful Age of Rebellion game that captures the feel of Star Wars. Both novice and experienced GMs should find that this chapter contains useful information for handling both the rules and the storytelling aspects of the game.

Seriously? This is reminiscent of high school book report plagiarism and the vast majority of the book is like this. Ok, so lets ignore for a moment that you already purchased the vast majority of the information in this book when you bought the Age of Rebellion Core Rulebook and try to focus on what new and different things the Age of Rebellion Core Rulebook brings to the table.

Here is the grand total of NEW material you will receive from the Age of Rebellion core rulebook.
4 new Races.
1 new Skill.
6 new Careers, comprised of 13 new Specialties.
17 new Talents.
3 new Items.
2 new Universal Specialty trees.
2 new Force Powers.
21 new ships.
1 new ship attachment.
47 new bad guys.
1 Story.

ok so now your thinking "hey, that's a fair bit of stuff there guy. I think I probably DO need this book". but... sadly, your WRONG. i'll explain. i'll go point by point on the new stuff.

The New Races are actually pretty cool.. and you can't get them without this book.
The new Skill is Knowledge (warefare). Sounds neat but the skill itself is somewhat vauge. It might help support your character to say he has the Knowledge (warefare) skill. If roleplay is your focus though, what knowledge the skill does represent can easily be folded into the other skills like Lore and Education thus making this skill completely un-neccessary.
The new Careers aren't too bad really. they offer new progression options and their Specialty trees are more focused to help support the concepts of each career far better than in Edge of the Empire. You still don't need the book though.. because the Specialty tree pages can be copied and you can find them freely on the interwebs (i'll have my own versions up soon). So, you don't need the book to get 90 percent of the info you need to utilize these new Careers. there are 5 duplicated Specialty trees :(
New Talents is always good, they are a sweet honey that we all desire. there are only 1.3 new talents for each new Specialization tree, so that's kind of a bummer. You don't need the book for these either though. Like most talents the blurbs in the Specialty tree lists contain the gist of each talent. You can use the Specialization tree you copied or found on line to get the idea. if you have a question about the details, someone will have answered it already on the forums i bet.
the new items are: Anti-Vehicle Mine, Anti-Personnel Mine, Armor-Piercing Grenade. These are all extremely circumstantial and not terribly likely to come up very often, so feel free to improvise if you like.
The Universal Specialty Trees are the Recruit and the new Force Emergent tree. both pretty cool but again, they are Specialty trees and free to copy. Get yours on-line.
New Force Powers include Foresee and Enhance. I look forward to hearing of all the games ruined by the Foresee power, but once again, you can get these on line just like the Specialty trees.
New ships. ok, there are fair amount of new ships.. and i do love me some ships.. you get some really iconic stuff stat'ed out here. like the AT-AT or star destroyers. not a lot of small or mid-range stuff though. so unless you're group is in the habit of hunting down giants, these aren't likely to come up. If they do, there is ONE new rule called 'Massive' and a couple new ship actions to help you deal with their immensity. When they do though, you'll likely be running from them anyway, so having them all stat'ed won't be insanely important to your game experience. "holy ****! a star destroyer showed up, lets get the **** out of here. it's shooting towards us! I know! that's why we are leaving!" and then you're gone or dead or captured, and I'm guessing any way that plays out, the stats of the ship weren't super important.
The new ship attachment is the upgraded Comms Array.. nice.. but..... not necessary. There's other important **** you need those hard points for anyway.
New bad guys. 47 new bad guys. most of them are naturally from the rebel and imperial ranks. I admit, that having pre-made baddies on hand is incredibly helpful and useful. Sadly, most of these aren't all that interesting. I know that making bad guys yourself is a pain, but really, you can do it and if you do, your baddies will likely fit your story, your objectives and your needs better than the pre-made guys anyway.
The new story. the 21 page Perlemian Haul story is... well, i'll let you make up your own mind. You don't NEED it though... you can make up your own **** story (isn't that half the point of these games).

so yeah... if you already own the Edge of the Empire Core Rulebook...
YOU DON'T NEED THIS BOOK.
Maybe you have a friend, who is a sucker like me and already shelled out the money.
if that's the case then YOU REALLY SERIOUSLY DON'T NEED THIS BOOK AT ALL as you can simply borrow it for a moment to fill in the gaps.

don't get me wrong though, the new material is compatible with all the old material, and it does allow you a few more options. options are nice. variety is nice.. variety...
This book is a virtual carbon copy of the first core rulebook.
It provides very little new material. The new material it does provide is superfluous, or easily obtainable (legally) without purchasing this book.

I will use this book... but every time I play my Ace character, i'll shed a small tear inside that will slowly drip down in to the pool of disgust and distrust that is building in my gut for the FFG star wars role playing game franchise(s)

Star Wars Age of Rebellion Core Rulebook: 3/10
DO NOT BUY
TLDR: If you don't own any FFG star wars role playing products then this book is great. If you DO already own any FFG star wars role playing products, This one is a trick to steal your money.
Edited by BastionKain

You forgot to mention the new races and the huge chunk of the book dedicated to brand new fluff.

a book so duplicitous I had to review it twice.

How is it 'duplicitous'?

Some of your points are correct, but they have always been up-front that this was the way they were doing things.

Yes, I'd have sooner seen them do a Core Rules book, then smaller setting books.... But this is how they said they'd do it, so I've just braced myself for lots of duplication (which happens in the splatbooks too).

As your first 'review' mentions, the content itself is very good.

Edited by Maelora

So... if I bought the Age of Rebellion Beta then I have pretty much everything I need thats actually new in the core rule book? :o

Do they cover any new worlds in the Age of Rebellion Core Rulebook?

Makes me worry about the Force & Destiny release... I'd still buy the Beta but seems a mite odd if they do the same there.

Huh... that can't be all thats in that book. :huh:

Shakes head will probably still buy it sometime next year! <_<

There are new careers, new worlds, New force powers, A new force specialization, New vehicles, New fighters, A new adventure, new threats,

There is a ton of new material. Also in the GM screen there is a way to use minion groups with PCs. etc. And as Maelora said this was not exactly a surprise the game system was going to be set up as 3 core rule books that could stand on their own or be used together.

Edited by Daeglan

Do they cover any new worlds in the Age of Rebellion Core Rulebook?

He only bothers mentioning mechanics only stuff. The fluff sections of the book are pretty much completely different. As well as a new adventure in the back.

Its really kind of funny, because the amount of mechanics only things it adds is pretty on par with Enter the Unknown + Dangerous Covenants, which would cost about the same to buy together, but because most of it is specialization trees he is being a cheap **** and effectively suggesting pirating that material.

The fan made specialization trees are not meant for people who don't have the books. FFG is being NICE by allowing people to upload nice looking options, don't be a ****lord by basically turning around and saying "you don't need to buy this, because you can download the utilities meant for people who already have the book that FFG is nice enough to let us post up". (I'll admit that I looked at them before I had my book in hand, but I had already preordered and was just waiting on mine to show up).

THAT is how we are going to lose our nice player aid sheets that fans made.

Edited by Emperor Norton

TLDR: If you don't own any FFG star wars role playing products then this book is great. If you DO already own any FFG star wars role playing products, This one is a trick to steal your money.

This is a trick to steal my money? Do you people not drink alcohol or visit strip clubs?

TLDR: If you don't own any FFG star wars role playing products then this book is great. If you DO already own any FFG star wars role playing products, This one is a trick to steal your money.

This is a trick to steal my money? Do you people not drink alcohol or visit strip clubs?

Hmmm this may be why I bought the book. I do that stuff all the time. Those girls look so honest and wholesome. I feel so used now.

I drink only about 3-4 times a year and don't visit strip clubs. However i collect movies and shows on DVD/BR so i do 'waste' money for my enjoyment.

btt: I think it depends on your point of view.

For somebody like me who already owns nearly all EotE books the AoR CRB can be considered a waste of money.

Why? Since the skills, talents, items, ships, attachments and bad guys are either in one of the source books or will be in one of them. As far as fluff goes i stick primarily to the old Legends EU. If some new fluff crops up in the Rebels show or in a source book I'll look at it and then decide if i use it or discard it.

Others might say that the AoR CRB is worth it's price. Currently it just seems TO ME not to be worth that. I don't tell other people what they should think although we can gladly discuss it and agree to disagree.

Edited by segara82

I drink only about 3-4 times a year and don't visit strip clubs. However i collect movies and shows on DVD/BR so i do 'waste' money for my enjoyment.

btt: I think it depends on your point of view.

Absolutely. I have a huge movie and TV series collection. And some of them I have multiple times. Either upgraded to blue-ray or having purchased directors cuts and so on. Totally worth it as far as I'm concerned.

Shut up and take my money, FFG, alcohol sellers and dancing clubs!

Shut up and take my money, FFG, alcohol sellers and dancing clubs!

79af6b3bc5b23131ace1d835c402fa444ebd7cfc

Ok why does the reviewer assume that Alliance players will be buying their ships rather than being assigned to ships by Alliance Fleet, Logistics, or Starfighter Command? Yeah I'm sure the Alliance would be happy if new recruits brought fighters or freighters of their own, especially if the ships fit the team's purpose in the Alliance but the only way those ships would be attacking an ISD would be if something went horribly wrong, the PCs were drunk, or they were part of a larger formation with allies to help draw the ISD's fire. If someone plans for their PCs to go toe to toe with Star Destroyers on a regular basis he or she should assign them to an MC80 or a smaller capital ship within a small fleet

Edited by RogueCorona

I would first like to say that I am not impressed with AoR either. That being said, I bought the book anyway. Like others have said, I like to spend money on my hobby. Just because we can find some of this stuff on the internet doesn't mean we should ONLY do that. The only way consumers can convince companies to being more open minded with producing PDFs and other online content is to keep buying their products and not just get it off the internet.

There is enough content in the book for me to at least put it on my shelf and not feel like it's a waste of money when I reach for it a particular stat block or if I want to house rule the new spec trees.

I do not think you should have based your second review on the fact that a lot of this info is in EotE. Everyone on these forums knows that the book was supposed to be a stand alone game. What should be reviewed (from the basis of someone owning EotE) is the new content. Do the Capital ship rules work? How do the careers and specializations hold up with those from EotE? Does the book need anything else to be a good book to play in a Galactic War campaign?

How do the careers and specializations hold up with those from EotE? Does the book need anything else to be a good book to play in a Galactic War campaign?

I would argue that some variation of the squad rules and mass combat rules from either the GM kit and Arda should have been in the Core book. Aside from that, yeah AoR Core was mostly an obligatory purchase for me but I think it's more than serviceable for what it sets out to do.

How do the careers and specializations hold up with those from EotE? Does the book need anything else to be a good book to play in a Galactic War campaign?

I would argue that some variation of the squad rules and mass combat rules from either the GM kit and Arda should have been in the Core book. Aside from that, yeah AoR Core was mostly an obligatory purchase for me but I think it's more than serviceable for what it sets out to do.

I agree that it should have had Narrative rules for a PC to participate in mass combat and squad combat. I think they were ideas that they did not originally have and were added because enough of us asked for them. Personally, I do not like the squad rules and hope the Mass Combat rules in the adventure are better.

I'm ok with the AoR book being done like this. I normally buy 2 core rulebooks anyway, and this way they are a little different.

There are more times than not, when at the game table, I wish I had another copy of the rulebook to pass around for my players to look at. If I can get the ability to do that AND get new material, I'm in! ;)

So you don't need to buy the new books because you can just pirate all the new material?

I just got my hands on the AoR core book, and I'm very pleased with it. Lots of new stuff to integrate into my campaign. And I also own everything EotE that's been published so far. I knew exactly what I was buying ahead of time, and I have no complaints.

You forgot to mention the new races and the huge chunk of the book dedicated to brand new fluff.

of course i mentioned the new races.... oh...

ummm..

you're quite right..

and your the ONLY person to point this out....

i'll add that it... not sure how that got left out...

and yes.. there is a small supplements worth of new fluff.. so.. that's nice too.

I'm ok with the AoR book being done like this. I normally buy 2 core rulebooks anyway, and this way they are a little different.

Excellent point of view.

Do they cover any new worlds in the Age of Rebellion Core Rulebook?

He only bothers mentioning mechanics only stuff. The fluff sections of the book are pretty much completely different. As well as a new adventure in the back.

Its really kind of funny, because the amount of mechanics only things it adds is pretty on par with Enter the Unknown + Dangerous Covenants, which would cost about the same to buy together, but because most of it is specialization trees he is being a cheap **** and effectively suggesting pirating that material.

The fan made specialization trees are not meant for people who don't have the books. FFG is being NICE by allowing people to upload nice looking options, don't be a ****lord by basically turning around and saying "you don't need to buy this, because you can download the utilities meant for people who already have the book that FFG is nice enough to let us post up". (I'll admit that I looked at them before I had my book in hand, but I had already preordered and was just waiting on mine to show up).

THAT is how we are going to lose our nice player aid sheets that fans made.

There are some new worlds covered.. yes i refer mostly to mechanics, since those are the things that make one game significantly and meaningfully different from another game.

I understand that the number of mechanics changes is on par with those other books. Those other books though are Supplemental books meant to support and expand on the options available to the player within the rules set established by the CORE rulebook. AoR however, IS a CORE ROOLBOOK, and one would think that as such, it would contain CORE RULES, that might differentiate it from the last CORE RULEBOOK.

I don't recommend or condone the illegal piracy of copyrighted material.

I am not a cheap ***. but neither am I rich so I like to get my moneys worth.

The fan made (just like the official) Specialization trees are free to copy and reproduce because they are meant for people playing the game not just those who own the book. They are effectively an extension of your character sheet.

I highly doubt that anyone (including FFG) would claim that every single person using an official copy or fan copy of the specialization trees, must own the book from which it originates in order to do so legally. I suppose, at best(worst?) in order to remain in the realm of legal rights, one individual at the table during play must own a copy of any book from which any player is using material.

as others have suggested, it is nice to have more than one copy of a core rulebook around, so maybe one person from every group should get an AoR core book.... better yet, start a group fund to buy one, that way everyone gets their moneys worth.

a book so duplicitous I had to review it twice.

How is it 'duplicitous'?

Some of your points are correct, but they have always been up-front that this was the way they were doing things.

Yes, I'd have sooner seen them do a Core Rules book, then smaller setting books.... But this is how they said they'd do it, so I've just braced myself for lots of duplication (which happens in the splatbooks too).

As your first 'review' mentions, the content itself is very good.

you're probably right.. "duplicitous" may not have been the best word to accurately describe the book.

It is basically exactly what they advertised :(

i just wish it was more than advertised.

and yes.. there is a small supplements worth of new fluff.. so.. that's nice too.

Well, if by small you mean 40 percent of the Main Book - then yes, it is small.

AoR however, IS a CORE ROOLBOOK, and one would think that as such, it would contain CORE RULES, that might differentiate it from the last CORE RULEBOOK.

Okay, I'll bite - how is a game that is suppose to be compatible with the other two games suppose to have different rules?

I highly doubt that anyone (including FFG) would claim that every single person using an official copy or fan copy of the specialization trees, must own the book from which it originates in order to do so legally. I suppose, at best(worst?) in order to remain in the realm of legal rights, one individual at the table during play must own a copy of any book from which any player is using material.

I'll make that assertion. There is a HUGE world of difference between making xeroxes of the assorted skill trees and passing them out at the table (AKA for personal use only, as permitted under the rights granted to us by FFG - even if your players dont have the book) and putting it on the internet so people can go "Naw, F' them - I'm not paying to use their material!" and download it for free.

Again - if you don't own the book, don't use the material IN the book. However if the content has enough value to you that you want to use said content - then buy the **** thing. Simple as that.

Everybody wishes everything is more than advertised. Frankly, I'm ecstatic when I just get what I expect; too much overselling these days.