Fantasy variant?

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

The way I see it, it mostly require new races (very easy to build), new careers/spceializations/talent (harder to build, but possible, using as a base both EotE and AoR), more weapons/armors (pfft, super easy), house-ruling the Melee combat to make it more interesting (EotE is little more focused on firearms), and finally: a new Magic syste, (the only really HARD thing to do)

Besides that, The mechanics stay exactly the same.

You could have a spell book/tome in which you record all your spells, but you can only "prepare" or "memorize" an amount equal to 5 + Intellect. Particularly complex spells could use up more of this "Encumbrance."

After that, a spell costs a maneuver to "cast" (ready), and then can be used, like a thrown weapon or a stimpack or whatever.

Bottom line, just use the existing rules, and change as little as you can in order to have it work and make sense. The magic system should be nothing new IMO; it should feel familiar to the system.

Now, I disagree with whafrog that The Force is the same as magic. The feeling is completely and utterly different. And no, it's not just fluff.

Agreed. In a Fantasy Setting, you need something utterly mystical, misunderstood, and outlawed to properly reflect how the Force works—something that has a strong "light side," but also that has a seductive, corrupting influence.

6, No way to sugar coat this, but a African inspired culture called "Southern Black Kingdom"? ... just wow

That sort of thing can be the bane of translating sources from a certain time period.

chrysagon_hyboria.jpg

6, No way to sugar coat this, but a African inspired culture called "Southern Black Kingdom"? ... just wow

That sort of thing can be the bane of translating sources from a certain time period.

Yeah, no question Howard was a "product of his time".

6, No way to sugar coat this, but a African inspired culture called "Southern Black Kingdom"? ... just wow

That sort of thing can be the bane of translating sources from a certain time period.

Yeah, no question Howard was a "product of his time".

Lovecraft was worse, in that regard. As a fan of the work and not the social views, the best you can do is acknowledge and edit judiciously when adapting to a RPG.

Edited by Aluminium Falcon

Out of all the points I typed out, I am surprised me pointing out the racism is the one that gets comments.

Out of all the points I typed out, I am surprised me pointing out the racism is the one that gets comments.

Perhaps that is the only point which people felt it necessary to expound upon. You make good editorial points that, for the most part, don't need any extra information or explanation.

Also, since the comment was mostly directed at the author as a critique, I'm sure that people are just trying to be of more help :)

Hrmm, okay then, carry on. =)

Out of all the points I typed out, I am surprised me pointing out the racism is the one that gets comments.

Perhaps that is the only point which people felt it necessary to expound upon. You make good editorial points that, for the most part, don't need any extra information or explanation.

Also, since the comment was mostly directed at the author as a critique, I'm sure that people are just trying to be of more help :)

Just so...

And further the only one I feel even remotely qualified to weigh in on (I had a similar conversation recently regarding HP Lovecraft and a lot of related thoughts are fresh in my mind).

It wasn't even disagreement, on my part, just acknowledging the bind of such an endeavor and adding information that others may not have as they read this.

And, in some ways, it is not irrelevant to the greater discussions of "Star Wars" when one considers how many people were jarred by the visual of a black man in a stormtrooper outfit. Picking apart the racial limitations and insensitivities of artistic endeavors of the past and determining how we will carry the art forward in more enlightened times is a worthy discussion (though perhaps not most appropriately here, exactly)

Fated...


Thanks for the input. I'll take any input out there, so it's appreciated. You'd be surprised what a fresh set of eyes can bring to something that you've been staring at for a few months.



1, A Table of contents is your friend - totally agreed... and in the works.


2, I see you liked WoD with the merits and flaws, unfortunately Criticals/Obligation/Motivations cover 100% of these and it seems overly redundant. I mentioned this to the last person wanting to mix SWRPG with merits and flaws. If you insist on using them, only allow the XP bonus from them if the Player opts to not take the XP bonus from Obligation or Duty. There is a reason that the Age of Rebellion book recommends when using both mechanics that you don't allow both to be "turned in" for XP, only 1 is allowed. - Actually, the idea for the merits and flaws came from this forum... and while I agree that Obligations and Motivations cover some of these, some are just physical quirks. Frankly, anything that gets a player in the exp economy of character creation is a good thing, from our perspective, and a few exp here or there were never game breaking. Of course, none of us are currently 'power gamers', so it's less of an issue. I certainly see where it could be abused, but I've always considered that to be more of a gm/table issue. YMMV. We also liked the tension between Duty and Obligation, and how easy Duty could be to stray away from over time... I think that they work together well. Adding Morality? well... I haven't been able to really dig into F&D yet.


3, Along with a table of contents, Chapter headings are great. Break up the "book" like FFG would. Character creation/GM info/etc. It makes it 10000 times easier to read. For the character creation, I recommend following the FFG method of steps to lead people through character creation. Put the Race info where it would fit on character creation as well. Trying to read your variant made me give up because it had no direction, just text hurled at a wall. - Again, totally in agreement, and I'm already restructuring the layout to be more clear and concise.


4, Why is page 2 blank? - print layout... we actually printed it. go figure...


5, Due to SWRPG being semi family oriented (many times you hear people playing with their kids) maybe some sort of "may not be suitable for all audiences" warning due to the graphic pictures of naked people. - Point taken.


6, No way to sugar coat this, but a African inspired culture called "Southern Black Kingdom"? ... just wow - Yeah... I see a few people have already chimed in on this. Howard (and his good friend Lovecraft) were pretty famously racist. We've been struggling with how to stay true to the source material without going there...


7, Your page numbers don't line up to the pdf pages.


8, if you mention something list the page to find it on.


9, The sideways pages starting at page 95.... I cant cringe enough. I'm with you. Big tables like that are bad enough, but try to cram that much info into one page... ugh.


10, Why is page 100 blank?


11, Careers/specializations with no explanation of the careers that I could easily see. - and still more fluff that we're working on in our limited spare time...


12, page 176 sideways? argh!!!



I'd really appreciate it if anyone could look at the Magic rules (and think of them in terms of a Fantasy Setting, not applied to Star Wars... FFG totally nailed that one) as well as the combat mechanics we tweaked a bit... and let us know your thoughts.


Thanks for your time.


6, No way to sugar coat this, but a African inspired culture called "Southern Black Kingdom"? ... just wow - Yeah... I see a few people have already chimed in on this. Howard (and his good friend Lovecraft) were pretty famously racist. We've been struggling with how to stay true to the source material without going there...

Simple answer: It's a game, so don't go there at all. Edit it out, work around it, whatever. It simply isn't worth it.

Similar, but notably less disturbing, themes can be covered with issues of civilization v barbarism and also with national pride (you are either with us or against us, your skin color doesn't enter into it).

If you are feeling deft enough, you can also make use of subhuman races that you tailor to specifically NOT resemble existing ethnicities (the opposite of what Howard occasionally did, but to the same plot effect for you).

Edited by Aluminium Falcon

I've been working on a full fantasy conversion for the last 4 months or so and have been beta testing it with my play group for the last month. My group is made up of people who have played Edge of the Empire before and people who are new to RPG's in general and they all seem to really enjoy it.

Aside from the obvious skill changes (Computers is now Arcana, Astronavigation is Navigation, Pilot: Planetary is Riding, etc.) I've made some notable changes. There are 6 careers with 3 specializations (so 18 total), each with not only its own Talent sheet but also now either an Abilities or Spells sheet with more specific abilities (Priests have healing spells, Monks have spirit wave punches, warlocks can summon creatures, etc.).

All the spells and abilities are powered by strain, the threshold for which has gone up thanks to specialization bonuses for certain careers. I felt that strain was sort of neglected with the current system, now they pay more attention to spending, reducing and regaining strain, and losing some strain due to threat becomes a big deal, for example.

I also killed the brawl skill, it's just tied to Melee and specific weapons are better or worse at doing strain damage instead of wounds (A quarterstaff has a boost to do strain damage, a battleaxe has 2 setback, for ex). Ranged is just one skill (instead of light and heavy, due to less blasters and ranged combat). These were reduced so that I could add in Magic and Spirit as combat skills, which are tied to Intellect and Willpower. Arcana is also used if people are using staffs, wands or anything magically powered.

I'll no doubt be posting it here for feedback, The vast majority of content is complete, I'm currently moving everything from Excel into photoshop/indesign templates that my designer friend and Dragoon player created for me. My goal is to have the beta out for the holidays (I'm done 12 of the 18 specializations, but I'd like to have at least character creation, weapons/armor, careers and creatures included for the beta).

In all, I'm pretty straightforward that this conversion is designed to be a more epic, over the top and combat-focused game. Because most of my players are 30+ with jobs and families, my personal game is set up so that whoever can show up that week (out of a pool of around 10 players) meets at a tavern and we have a one-shot adventure, with maybe a loose overarching plot.

The basic skills and some of the talents (depending on the specialization) work for non-combat/social encounters, but the majority of talents and abilities are designed around combat. I fully admit that this is mostly because it's the kind of game I and my players enjoy running - I'm eager to see people's feedback on this aspect specifically.

Edited by Blue Dog

I've been working on a full fantasy conversion for the last 4 months or so and have been beta testing it with my play group for the last month. My group is made up of people who have played Edge of the Empire before and people who are new to RPG's in general and they all seem to really enjoy it.

I'll no doubt be posting it here for feedback, The vast majority of content is complete, I'm currently moving everything from Excel into photoshop/indesign templates that my designer friend and Dragoon player created for me. My goal is to have the beta out for the holidays (I'm done 12 of the 18 specializations, but I'd like to have at least character creation, weapons/armor, careers and creatures included for the beta).

Im very excited to see this, please do share this when you feel its ready to post! I had to sign up just to reply to this post!

My group and I have been working on a skyrim themed conversion. I agree, it seems very doable

the hardest part to me seems to be how to adapt magic that's not the Force into the Edge system and make it work without the need of a new customized die and I am not sure using the regular Force Die would work with any other kind of magic system other than the Force. That's where I get stumbled.

the hardest part to me seems to be how to adapt magic that's not the Force into the Edge system and make it work without the need of a new customized die and I am not sure using the regular Force Die would work with any other kind of magic system other than the Force. That's where I get stumbled.

Depending on what sort of magic system you were modeling, you may not use the Force die at all.

Make magical skills - Elementalism (Intellect), Illusion (Presence), Charm (Cunning), Conjuration (Will Power), etc.

You could add a mechanic such as Karma Points or some such to fuel spells if you want such limitation, or just specify 1 spell of each per encounter, day, etc. Karma Points come with careers and Talents like force points.

The "level" of the spell could be used as its base difficulty. Simplest spells are only 1 difficulty. Extremely powerful spells 5 difficulty. Upgrade for attempting new spells, spells outside your domain, when you are weak on "power", etc.

New spells might come with Talents. Ex: Elementalist career. Low on the talent tree are Spells such as Start Fire, Cold Touch, Gust of Wind. Higher up are Fireball, Blizzard, Earthquake, etc.