Triumph and despair lists?

By Invader, in Star Wars: Edge of the Empire RPG

Hello all, we're just getting ready to start the beginner game to try everything out and I was wondering if there was a list of triumph/despair and and advantage/threat suggestions floating around anywhere for a reference. I don't want to start falling back on the same few over and over again after we start.

I am going to give you 2 links:

The first, the last page is exactly what you want;

https://docs.google.com/file/d/0B81dmvsSRmGHZ1NOMEU1ZzkzcWs/edit

Second, is the wiki that reddit has for this game;

https://www.reddit.com/r/swrpg/wiki/index

If you have anything else you need I am sure this forum or Reddit can easily help you.

Also welcome to the Forum, and to Fantasy Flight Games' Star Wars Role Playing Game. I hope you enjoy the system.

The lists are very helpful, but let me suggest that you not rely on them too much, as it's easy to fall into only using things on the list instead of using them as just guidlines. One of the best parts of the Triumph/Despiar mechanic for my group has been seeing what kind of crazy things they come up with.

For instance, my wife plays the party medical droid, who got her hands on some sedative for a Krayt Dragon (from the Crate of Krayts adventure). Later, the party was fighting a couple Gundarks, and when she rolled a Triumph on a Melee check, she decided that not only had she stuck one her sharp medical implements, but that the leftover sedative she had was injected into the Gundark, effectively taking it down and leaving only one more to deal with. Rule of Cool ftw.

All that to say, the point of the narrative dice system is to have fun coming up with creative and crazy ways to do something cool while you're adventuring in the Star Wars universe. Guidlines can be helpful, but don't let them squelch your imagination. Dream big and have fun with it!

Also, as fatedtodie said, welcome to the forums!

Good links and good advice, thank you. Unfortunately we weren't able to start today but I'll just have a little more time to prepare lol.

One of the struggles I had starting my group was getting people together to start. It took longer than I intended but it ended up benefiting my group greatly. They were more comfortable with what they wanted to do character wise and I was able to refine the early stories a lot. Try not to get discouraged.

One last tip though, if ever you are designing a story and you end up with a maniacal cackle of delight, or a mad scientist style laugh, that is usually the sweet spot for a mission and you are on your way to a grand adventure. =) That is at least the litmus test I use.

I think for now I'll be sticking to some of the premade modules just for ease of use and especially until we're more proficient with the system. Any thoughts on good ones? I thought about continuing the beginner campaign with the long arm of the hutt unless there are some better ones to jump into.

I started with Debts to Pay from the GM kit, and that worked well. Trouble Brewing from the back of the CRB was good, too. I think there's a thread or two (maybe in the GM sub-forum) about a suggested order to run the pre-made adventures in.

One key piece of advice for a new(er) GM is to make sure everyone's on the same page. If one person wants to play a pen-and-paper FPS, while another wants a lot of intrigue and social interaction, and others want some balance or something else entirely, you're in for a massive headache. I highly recommend a session 0, where you talk about everyone's expectations, what they want to do, what they love about Star Wars, etc.; then do character creation, then start the game.

Also, as a GM, be ready for your players to go off in completely unexpected ways, and then just roll with it. Let the Rule of Cool win out always, because the point is to have fun playing Star Wars, right?

So yeah, have fun, and we look forward to hearing about you and your group's shenanigans!

...because the point is to have fun playing Star Wars, right?

Minor quibble: not for my group, they barely know what a Hutt is. I'm the only Star Wars nut at the table, and I keep it under light wraps. I avoid any situations that require the players to have any kind of Star Wars knowledge to understand the scene or feel grounded. The key thing for us is the narrative-enhancing mechanics and the mayhem it allows :)