Questions for getting into Edge of Empire

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

Hello, I am heavily interested in getting into the Edge of the Empire, but I have a couple of questions.

1) Now, I am planning to GM the beginner's box game for my brothers. The thing is, this will mean I will only have two player characters. What would be a good way to scale down NPC stats for two PCs?

2) Is the GM kit particularly worth it? I am thinking of just getting the core rule book and the beginner's box set.

3) I am also thinking of getting Age of Rebellion/Force and Destiny down the line. How exactly do PCS transfer from one game to the other? Does it involve simply spending XP on the other specs /buying equipment from the other games?

1) prolly reduce the number of enemies in each encounter.

2) depends on your view. The rules it presents are simplified so its not perfect.But it does come with dice, maps, tokens, an adventure, and three more are available for download to make it a mini campaign. So your call.

3)Pretty much. There's some other minor details, but that is about it.

2)Above mention is the Beginner box, not the DM Kit.

I bought the DM kit. Haven't played with it yet but it comes with an adventure and some nice easy access charts that seem like they'll be useful. Got it for only 15 on Amazon.

1. I would start slow. Some of it depends on which characters the players take. If they take combat masters like Lowrick or Oskara they'll have an easier time in combat, but if they take, say, Mathus and Pash combat will be more difficult, but some of the social and technical tasks will be easier. At the first bar fight, I'd only include 1 Gamorrean per PC (or maybe three in total if you have a combat-heavy). A single squad of 6 stormtroopers might be difficult for a 2 PC party, but 2 squads of 2 is probably manageable, or 2 squads of 3 if Oskara is in the group.

Also, be careful with the security droids guarding Trex's ship. They are Rival-class opponents, and will give the PCs a run for their money. If they can distract/divert most of them and only have to fight one then they'll be much better off. Trex himself is very tough, so you might consider skipping him, or bringing him in obviously wounded from some other situation. That way if you keep him alive for a future encounter he won't seem arbitrarily better.

2. I haven't played the GM kit adventure, but it didn't impress me...wasn't bad, just "okay", at least as a read through. The GM shield is only useful if you have a need to make notes behind a screen and want easy access to some charts. I do find it very useful for the critical charts, and also for the suggestions on how to spend Advantage/Triumph/Threat/Despair while in combat, and these are also useful hints (scale-wise) for non-combat situations.

3. Yes, the only real difference is the specializations. It's up to you whether you want to introduce the Duty or Morality mechanics, but there's nothing to stop you from using just Obligation with an AoR character, or Duty with an EotE character, or whatever combo you like. You can even use all three at the same time.

Edited by whafrog