Starting with some Fresh Gamers

By The Grand Falloon, in Game Masters

So it looks like I'll finally be starting a game of EotE within the next couple of weeks. The group will be mostly newbies. Five people, two of which have never played an RPG, two who have played a bit, but are unlikely to ever be dedicated players (they have fun, but don't read the books in their downtime), and one who has played plenty of D&D. So there is going to be a learning curve here.

Now, I'm fairly sure some folks are going to want to be Force-based characters. My 14-year-old, for example, will very likely want to revive his Wookiee Jedi from the few sessions of Saga we played long ago. I don't mind Force Sensitive characters, but I do want this to be Edge of the Empire, not really F&D. I'm wondering if I should allow F&D characters, or if that will be information overload.

I'm also thinking of adding aspect of the game bit by bit. I was thinking I would have the brand new folks figure out their species and specialization, then I would just have like a quick grab of attributes and skills to give them, then run Escape from Mos Shuuta. I would leave out Obligation, Destiny Points, Force powers, and maybe Traits. For Long Arm of the Hutt, I would introduce spending XP, Destiny Points, Traits, and maybe Force powers. When Long Arm of the Hutt is concluded, I would introduce Obligation (hopefully we'll have worked in some backstory to incorporate for the characters), and let them spend any extra XP or credits they get by taking it. From there, it's off to explore the galaxy.

Any thoughts, given this setup? Sound workable? Would you allow FS specs and careers?

Until you're ready stick with what you feel would be best.

I'm not keen on the Force & Destiny Beta as it feels like they've missed the point so unless I was house ruling it, I'd keep to the Force Sensitive Exile and Emergent for starter characters.

Let them know that after they start play it will be a while before they can improve any of their character's ability scores which is why most of the pre-gens I've seen tend to spend most of their starting xp on improving those as the starting limits on skills is 2 ranks so you could have characters with a 4 in one ability and a 3 in another 1 or 2 abilities so they have a good starting die pool.

Force Users will have to spend at least 20xp just to start off force sensitive and that's not including the powers and unlike ability scores that can't be improved beyond 1 at the start of your game.

Oh and would you allow your players to use up that bonus 10xp they'd gain for extra Obligation so they can start play with a Light Sabre?

Speaking of which you might want to check out the Force & Destiny Beta Updates as they may have enough information on less overpowered light sabres should they want one in your game, just a thought though!

And never forget... have fun!

Edited by copperbell

This worked really well for my group, so maybe it will work for you: I wouldn't start with character generation. Instead, run the beginner box with the pre-gens, and make it clear that the first session is going to be somewhat on rails so you can all learn the game. Then, when the ship is captured but just before you take off, that's when you pause and let the players create characters (or keep the preg-gens but build them properly). Story-wise, the new characters can have the same immediate backstory (they are fleeing Teemo for the same reason) so they show up at the docking bay looking for a ride off planet, then have them take over.

The benefit is then the players will have a better idea how their chargen choices will affect their character, and will probably end up happier. I also wouldn't leave off the things you noted...the game isn't that complicated once you get going. If my group of over-50 not-even-real-Star-Wars-fans can pick it up in one session of play, and figure out the dice in 20 minutes, anybody can :)

About the Force: nothing wrong with limiting it to EotE careers with FSE options. If somebody wants to play a Jedi, they'll just have to play a long game and maybe branch into F&D careers later.

Note: you do *not* have to purchase the FSE spec at chargen if you want to eventually play a Force user, you can buy it any time you like.

If none of them are familiar with the system, I'd use pregens and one of the starter adventures. That way they actually get a feel (if not a true understanding) of how attributes, skills, etc. work. I wouldn't leave off talents--the pregens particularly tend to emphasize the talents, because they bring more "cool factor" than most of the rest of the character.

As far as allowing F&D, I think the key to an Edge of the Empire campaign lies a lot less in what careers and specs are available and much more in the campaign concept--who are the characters? Ex-Core World nobles on the run from the Empire? Thugs in the employ of a Hutt? Freebooting adventurers? Establish that and you can let the characters pick any spec they want.

I would go with the starter set, that follows a very nice step-by-step process that slowly introduces the players to the various rules.

You could use the pre-gens as previously discussed, but I think you could just as easily play with DIY characters. Maybe allow a bit of give and take if the players find they are not quite happy with their character as they didn't understand the rules. That way you avoid the jolt between first session and the second as you have their characters in the ship fleeing Tantooine.

I would also suggest you come up with the basic idea of the campaign, will they be good guys in a bad situation, will it be combat orientated or Roleplay? And use that to guide them create characters.

As for the guy that wants to play a foruce user, what is his inspiration? As a Jedi he would have to be mid 20/30's if he was a youngling during the purge, so he will be mostly self taught. If he is older as say Obu-Wan then OK he could be a Jedi be he is going to be an old guy. Or perhaps like Luke he has found a mentor or holocron. Does he have a greater destiny?

BTW, those little background hooks in character creation. Use them, they are fantastic for the player and GM.

As this system is fairly unlike most other RPGs, I'd take whafrog's advice and run through the beginner game (or the Under a Black Sun adventure on the Support page) with pre-gens. Let them get a handle on the system, then do character creation.

Also, when doing character creation, don't start with stats. Have a discussion with the players about who their characters are, where they're going, and what they expect out of the game. Then try to guide to consensus.

One of the things I really like about this system is the de-emphasis on Force users, so I'd ask your son (?) if he wants to play a Jedi just to rip through baddies, or because he has a cool story and the character fits with the rest of the group. If he just wants to hack-n-slash with a lightsaber, I'd tend to say go play a video game. If he has a good character concept that isn't just about "winning Star Wars", then I'd roll with it.

Ditto on everyone's advice about how to start people out with the system. I ran the beginner game with my people, then we did CharGen and started Beyond the Rim; one guy ended up keep his pregen (whom I homebrewed) as his campaign character because he enjoyed her so much.

As far as the presence of Jedi stuff, the way I'm running it is that everyone has Edge careers and can only take FSE for a force option. Later in the game, I will allow then to train in one of the lightsaber specs if they really want to; I'm also considering having them roll a d6 to determine which of the six styles they are able to find a teacher in... though I may just be a sucker and let them pick, if they really have their heart set on something. But for now our force-sensitive Kiffar will only be force-pushing pencils across tables and hitting people with her staff. :)

Yes to all on the starter set. Yes to all on the FSE thoughts.

As per usual, whafrog is right again. :D

What I would personally do in this situation is have a private conversation (lunch, coffee, a walk home, or show up early to a board game night) with the person who is more experienced, the D&D person. Ask their advice.

I would be prepared to take and follow at least one piece of advice from this experienced player (to show they are being listened to & regarded/respected).

Ideally, that would make that person my new & supportive partner across the gaming table, helping shepherd the newbies.

- James