So I ran my first session tonight...

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

So, I ran my first session tonight.

I ran Escape from Mos Shuuta, and things went alittle… differently than I expected.

Firstly, they totally monstered the Gammoreans in the Cantina.. which was fine, the last two fled after seeing their mates cut down in front of them – they barely made it thorough the door!

They then proceeded to the Junk shop, as suggested by the Bartender, and tried to persuade Vorn to give up the HMRI, which he agreed to do for 600 credits… at which point the group found they didn’t have enough cash.

So they asked to look at it (Vorn didn’t know they didn’t have the cash), and they promptly tried to bundle him into a cupboard before stunning him and stealing it.

Next they elected to go straight to the ship and try and persuade Trex to give them passage off the planet in exchange for the HMRI… now I kinda wanted them to have the ship, so I had Trex try and steal it from them, and surrounded them with his Security Droids. (Two died in a single hit with enough wounds dealt to kill one outright, and a Triumph triggering a Critical to kill a second – I don’t think they even got to fire a single shot!)

Trex was going to hide in his ship, but I had him joint he fight from the bottom of the loading ramp (Med range, nice and safe) but they managed to stun him before he could lock himself in (I don’t know what they would have done if he had gotten onto the ship – So this kinda played out fine, and I can bring Trex back later!).

Since they skipped the entire Spaceport encounter, and since I wanted to use the Stormtrooper Encounter, I had the Trooper arrive just as they were trying to work out what to do next. So they locked the Troopers out of the bay, Stole all Trex’s stuff and left him in the Bay, and they tried to bluff Spaceport Control to release the clamps… and with something like 3 Success and 3 Advantages, I couldn’t say no… and to be fair, I have NO idea how they would have gotten back to the Control centre to do it ‘per the book’ now the Troopers were after them (They had just had a massive firefight in public!)

So with the Clamps released, and Trex unconscious outside the ship, they flew off into the night… which is where we ended for the night.

All in all, they managed to skip two of the printed encounters, so I folded one into stealing the ship, and they rightfully ran.

All in all it went pretty well, but threw up a few bits and pieces that confused.

*What do you spend Triumph on with a heal check. I know it counts as a Success but what additionals do you allow? I couldn’t find anything in the book about it.

*Minion groups… do you have to exceed their individual WT in a single hit? I have ruled not, which seems more sensible, but I was under the impression that wasn’t the case. Wounds carry over, and for every X they cause, they kill one

*Combat doesn’t seem that lethal, I have 4 players, 2 NPC’d players due to player absence, and they took 2 wounds total for the entire group. They wiped out 4 of 6 Gammoreans without any damage, and 4 Security Droids with ease. Am I missing something?

*If you have enough Advantage to use, can you Recover Strain AND Grant a Bonus to an ally? Can you grant multiple Boost dice to an ally if you have 4 Advantage?

(We quite often found we had missed a shot, but had plenty of Advantage left… I assume you can still use the Advantage, even if you miss a shot?)

I am sure there is more to ask, but its late and im tired!

Many thanks for the replies (if any!)

RD

Edited by RebelDave

Did you run all NPCs as minions? The Gamorreans and Droids are not listed as minions in the book, and running them as Rivals makes them a bit tougher. My group of 3 players almost got wiped by Trex and 4 droids. The second time I ran the game with a different group, I made the droids into 2 minion groups of 2, which helped.

No, I ran them all as Minion Groups. I'll keep that in mind for next time.

It certainly didnt help with the Droids, they did enough damage to kill one, and the Triumph they converted to a Critical to kill a second. That left one who fell just as quickly (The first died from a Selonian melee attack in a single blow too)

No, I ran them all as Minion Groups. I'll keep that in mind for next time.

It certainly didnt help with the Droids, they did enough damage to kill one, and the Triumph they converted to a Critical to kill a second. That left one who fell just as quickly (The first died from a Selonian melee attack in a single blow too)

Are these new characters? It could also be because the adventure was built with the pre-generated characters in mind, but I haven't looked closely at the pre-gens, and I don't have enough experience to evaluate the adventure itself.

The jump from minion group to rival can be significant. Take a group of 4 adversaries. If its a single minion group, that is 1 soak value and 1 attack per round. If it is 4 rivals, now each has their own soak, and the PCs are being shot 4 times per round rather than one.

I know from experience that the player only do what you want them to if you force them to do so at gunpoint. The only fix I'd have done would be to have control not let them go. They have Stormtroopers there already: they know something is up! They won't release them until they get the OK from the troops, who will be in the process or calling backup. If they skip an important part (getting rid of the docking clamp), then it bites them in the butt!

Stupid question: are you applying Soak to every hit?

At the triumph on heal checks you could increase both the wound and strain healed. Also, you could remove the effect of a critical wound.

About the advantages o think the book says you can use them as you please but you can't do the same thing twice. So you can give boost to two allies but no two boost to one ally. Using advantage to recover strain, activate critical and a few weapons qualities are a exception to this.

Yes, I was applying Soak to all hits.

How much extra Healing would a Triumph grant? (Would you suggest?)

I need to get a better feel for things to work out how to challenge my players more I think, but Im not sure if its MORE Minion Groups, or Bigger Groups, or what.... its tricky never having played this system.

Use rivals instead of minions. Even a nemesis here or there. That definitely makes combat more challenging.

EDIT: don't forgo minions completely, but mix it up.

Edited by rowdyoctopus

How much extra Healing would a Triumph grant? (Would you suggest?)

I need to get a better feel for things to work out how to challenge my players more I think, but Im not sure if its MORE Minion Groups, or Bigger Groups, or what.... its tricky never having played this system.

Care to share a snapshot of the PCs characteristics & starting specializations?

Edited by awayputurwpn