Firstly, apologies for the lengthy post but just wanted to share my Edge experience this evening. I got my eight-year old daughter hooked on Star Wars a while ago and she’s wanted to play Edge ever since. We played it once and her RPGing technique was something along the lines of [rolls dice] “Ooh, one success – I win the game!!!”, and it got so difficult to get her thinking along different lines (though I can’t blame her for trying) that I wasn’t relishing the prospect of playing the game with her again.
Anyways, I relented this evening and had probably the best roleplaying experience of my GM career so far. She and I had planned to play D&D with a few others but they bailed and so we decided to return to the edge of the empire for a two player game which I’d GM and improvise off-the-cuff. She took the Oskara pregen and we used the Mos Shuuta map. Disregarding Oskara’s backstory, I explained that she’d been hired by the empire to track down a Bothan spy responsible for leaking the plans for the Death Star – one of those few who DIDN’T die to bring us this information She promptly set about making her way through the spaceport like a hard-boiled detective, shaking down Jawas and other esoteric life-forms until she discovered that her mark had been seen in (cliché alert!) the cantina. This is where she started to surprise me. Her first port of call wasn’t the cantina, but the junk shop where she enquired about some additional ammunition for her carbine (impressive… most impressive…). Alas, she paid top dollar for these – paternal note: must teach daughter to haggle.
She then made her way to the cantina, hanging at the bar like a pro, only to fluff a cool check and set the Bothan's spider senses tingling. Rather than leave, she walked through the clientele, sat right in front of the mark and proceeded to ask about his illicit activities and side projects. When advised that he had both hands under the table, she instructed him to show his hands and took out her binders. Here she fluffed a perception check so didn’t notice the rebel enforcer getting into position (I used the rebel cell leader card from the adversary deck - closest card to hand) and she was very lucky when the first shots started flying. At this point the Bothan ran for it, leaving her to get into cover on the stage while the rebel enforcer proxy leapt behind the bar. The rebel made a miracle shot and it was then that I flipped his card over and realised that he had a disruptor weapon (!!!), which did a good chunk of damage – must check these things in future. Oskara ran, failed a co-ordination check to make it through the panicking crowd and ended up in a heap on the cantina floor. When asked what her action would be, she asked if she could shoot from the floor (of course you can, my dear). She bumped up her pool with a destiny point and rolled a roaring success with a triumph. When asked about the nature of the triumph, her ice-cold roleplaying kicked in and she announced that the enforcer was dead. Not wanting to rain on her parade by pointing out that he wasn’t a minion (and admittedly a little perturbed by the monster I have created), I nodded and let it be.
What followed was a chase through the streets avoiding storm troopers and culminating in an awesome sequence in the landing bay. She used the successes on her perception check to rule that the mark was in the control room while I used her disadvantages to rule that he was on his comm-link and looking right at her while he was punching in commands. At this point she made her way into the control room (ignoring the blaster bolts streaking over her shoulders from security droids and the fact that two rebel soldiers were leaving the ship to assist), where she wrestled the comm-link out of his hand and bound his wrists. She took so long over it (another fluffed roll) that the Bothan’s team were closing in on her position along with the droids who had set up shop outside the door. When asked what she wanted to do in such a precarious position (her wounds and strain were looking risky at this point), she declared that she would, “grab the Bothan and jump through the window onto the roof of the ship". My heart soared. I gave her a bonus die for being awesome and, thankfully, she succeeded (albeit with five disadvantage – strain from broken glass). She bullied the Bothan at blaster-point into opening the hatch (difficult with wrists tied, so it gave an opportunity for her to be shot by the droids, which led to her rolling down the roof of the ship while the Bothan jumped inside – couldn’t seal the hatch with hands tied, thankfully). She jumped in after him, determined as ever, remembered to seal the hatch above her and then made a beeline for the boarding ramp to close it. She went as far as to bust the controls so that it couldn’t be opened by the enforcers from outside or by the Bothan from inside. She prioritised getting to the cockpit as soon as she felt the ship taking off, incapacitated another enforcer along the way and wasted no further time. She got to the cockpit where the Bothan was at the controls (having had time to slip his bonds) and he took the opportunity to pull some wild manoeuvres, flipping the ship onto its side with the luxury of a seat belt. I asked for a coordination check and used a destiny point to upgrade the difficulty and she rolled the most timely despair in any game I’ve run so far, losing her balance with a head-first thud and then unconscious. And she loved it! It was the perfect cliff hanger. I was proud of her narrative suggestions, imagination, resourcefulness and how she captured the feel of the saga. The moral of this long-winded story? Give it a go with the kids, if you haven’t already!
So what could happen next guys? The obvious answer is that she wakes up in captivity with the rebel cell, but I’m all for not-so-obvious.