Me and my friends are new to RPG games and have never played. I would like to start off with a simpler version of this game, utilizing the core rulebook, while still having an immersive experience that won't take too long to pick-up on. Hopefully over time we can add more elements to the game that will make it more complex, but in the meantime still have a fun time making new stories.
Want to Play Simpler Version With Core Rulebook
I can't recommend the Beginner Game enough. It's basically a set of dice with a lot of other cool stuff AND a great way to learn the game. If you have $30.00 it's well worth it!
Ditto on the beginner box, plus there is a free PDF you can download that makes the adventure about 4 times longer. Well worth the price.
Well, I'm a moron for going straight to the core rulebook. Is there an alternative since I already spent $60 on the core rulebook and dice? I thought my tiny brain could comprehend the contents of the big 400+ page book, but I think it's too much for my first outing. Are there certain facets of the game that the beginner guide purposely leaves out to make the game more digestible?
Me and my friends are new to RPG games and have never played. I would like to start off with a simpler version of this game, utilizing the core rulebook, while still having an immersive experience that won't take too long to pick-up on. Hopefully over time we can add more elements to the game that will make it more complex, but in the meantime still have a fun time making new stories.
You can! In fact, a lot of us did just that. My group started playing EotE when the game first came out. There were no other books. As time passed, the books came out and those elements got added.
Our GM allows us limited changes to our characters based on new stuff that comes out if it's pretty obvious we were looking to go in a direction that wasn't available before the new book.
That's good. I'm just confused on where to start since I immediately bought the core rulebook and don't know how to exactly simplify it for the first go at it.
The Beginner Box walks you through each aspect of the rules as you go. In fact, it recommends to just open up the adventure book and start at the beginning.
You have pregenerated characters. Then it says "You're in a situation, you need to make skill checks. Here's how you make skill checks."
Then it says "Now there's some combat. Here's how you do combat."
And so on. It's designed to teach the game one aspect at a time.
As an alternative to the beginner box, check this out:
http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=232&esem=4
You'll see a free adventure called Under a Black Sun, along with pre-generated characters. It's not as hand-holding as the beginner box (and doesn't come with an extra set of dice, which you will definitely need...so I'd still recommend the BB first) but it's pretty good.
After that...scan these boards and learn. There are lots of resources in this thread, perhaps some free adventures too:
http://community.fantasyflightgames.com/index.php?/topic/85616-compiled-resources-list/
Edit: just a word about the pregens, you'll notice that these characters have spent most of their starting XP on their characteristics, which is good advice for when you make your own.
Edited by whafrogQuestion: What KIND of game would your group like? Smugglers? Assassins? Thieves? How many players? The game's actually very user-friendly, despite its size, and defining the group's focus will help lead you to the rules you'll need. It may seem restrictive as a GM to say, "Gang, we're all new to this so please pick a focus for the group. Here are ideas I would enjoy running...". I did just that for a recent game. I gave the group the following choices in order of what I liked:
Smugglers (think "Firefly")
Explorers (think "Tomb Raider" and the like)
A "homestead" game where they're prominent players in a small colony (think "Defiance")
They chose the first and certain choices didn't fit the theme and group, such as a player wanting to be a Big Game Hunter and traipsing through the wilds most of the time. It might seem limiting to narrow it down, but it can lend cohesiveness to the team and help you to focus on less things.
Unless someone just HAS to be a pilot, let starship travel be more narrative. Don't use the Force right away. Fear checks? Introduce them slowly. Weapon mods? Wait to get the basics down so people know what does what. There's nothing wrong with narrating more than usual as you start with the core mechanics and build from there. In fact, that's essentially what the Beginner Game does.
If possible, I'd also suggest the players read up on the core rules and know what their characters can do. Most importantly, have fun! I know that's the Golden Rule of every RPG, but as long as the group's having a good time you aren't doing it wrong. ![]()
Finally, come here as much as you need to get advice and share ideas. This is a **** fine group of helpful, knowledgeable people.
Edited by Alderaan CrumbsWelcome to role-playing!
There is an Actual-Play of the Age of Rebellion Beginner Box that I can recommend.
http://www.madadventurers.com/category/field-recordings/yalp/
Episodes 7-10 cover the Box, and give a decent idea of how gameplay works (though I wish the GM had not pushed combat so much, and encouraged more creative tactics). Also on the site you can find Skill Monkey, which gives ideas for how to interpret rolls for different skills. While the actual-play recording is AoR focused, Skill Monkey works for both (now three!) gamelines.
Edited by RedfordBladeThanks guys! And yeah, I do have a sort of focus for an adventure, and I'll probably end up sticking with it for this first go! I'm going to use all of your advice, and thanks again for all being so cool about this!
Never a problem! Please, let us know what you end up doing and how it goes!
Edited by Alderaan Crumbs