A few questions about the SW RPG line of FFG

By Intys Rule, in Star Wars: Age of Rebellion RPG

I've been playing a lot of X-Wing with my friends and we've branched out into some Imperial Assault. Now we're looking into getting a proper SW RPG game going, but I'm quite confused about all the different SW RPG versions? eras? flavors? that are availabe. I know there is Age of Rebellion, Edge of the Empire, and Force and Destiny products but I don't really understand what the differences are between them. I guess I might as well go straight to the questions:

1. I understand the core mechanic of the RPG is the same across all three books, correct?

2. So is it more of just "settings," ie, each book tackles different aspects of the Star Wars universe? I mean, Age of Rebellion deals with the Rebels in particular, Edge of the Empire deals with the smugglers and Han Solos of the SW universe, and Force and Destiny deals with the Luke Skywalkers of the SW universe?

3. Why three books? I am told that material is re-hashed in AoR and EotE especially the rules part..... why not just make a core rulebook and then have the other settings as "expansion books" or "setting books"? So if I buy AoR and then buy EotE, does that mean I can totally skip some chapters that have been re-hashed? Or are there subtle changes that'll mean I'll have to read the whole thing?

4. What's the best way to get into this game? I know some players will definitely want to be Jedis or at least aim for it, others will want to be Han, and others, well, depending on what the books show.

5. If one player has AoR, another has EotE, and yet another has F&D (beta), will that be a problem? Can a GM run a campaign with players from all three books?

6. Do the books have a tutorial/beginner mission we can practice on? Or is there an easy-to-run adventure that is recommended for new players?

I guess that's all I can ask for now, until I get a book and read through it.

Some answers.

1) Correct. For EotE and AoR, the main differences are species, careers, and most specializations, as well as Obligation and Duty. But the core rules are all the same. Force and Destiny adds Morality, careers and specs built around being Force users, and several new Force powers, but it too uses the same core rules.

2) Yep, though Force and Destiny is a tad broader than you listed.

3) Because FFG felt it was the best way to go in providing a broader and more satisfying experience. There's been numerous threads with people bitching about the three core rulebook approach. To each their own.

4) Grab one of the Beginner Box sets. As for the PCs that 'want to be Jedi' they're probably in for some disappointment as Force and Destiny characters are NOT at the level you see in the movies and other media. Both EotE and AoR provide opportunities for Force users, but it's a secondary element of the game.

5) No problems at all. All three systems were designed to work together, and from what I've seen thus far do so pretty seamlessly.

6) Each book has an adventure at the back of the book, which is pretty much tailored for starting characters. However, there are also the Beginner Box sets, which are tailored towards teaching both the player and the GM the system, so I'd honestly recommend grabbing one of those and perhaps letting your players generate their own characters instead of using the included pre-gens.

1. I understand the core mechanic of the RPG is the same across all three books, correct?

Completely, and cross compatible. So you can have a smuggler, a senator, and a budding Jedi all in the same party and all will play nice together. Or as nice as your players already play anyway...

2. So is it more of just "settings," ie, each book tackles different aspects of the Star Wars universe? I mean, Age of Rebellion deals with the Rebels in particular, Edge of the Empire deals with the smugglers and Han Solos of the SW universe, and Force and Destiny deals with the Luke Skywalkers of the SW universe?

Pretty much. There's different specializations (classes) in each, different weapons and vehicles, different fluff, and each is functional as a stand alone product, or a complement to the others. So if you get only F&D you won't have to worry about not having an option for the player that wants to be a mechanic, he'll just be a force mechanic.

Why three books? I am told that material is re-hashed in AoR and EotE especially the rules part..... why not just make a core rulebook and then have the other settings as "expansion books" or "setting books"? So if I buy AoR and then buy EotE, does that mean I can totally skip some chapters that have been re-hashed? Or are there subtle changes that'll mean I'll have to read the whole thing?

That's a long story, but the short end of it was previous versions of the game did that, and the Force users always came out overpowered. Breaking it up allowed more variety (AoR characters tend to be more military in nature compared to EotEs "civilians") and also bought them time to better balance the force. Which was a good thing.

And yes, you can skip over the "how to play the game" parts of two books once you've read it on one of them. It's all the same.

. What's the best way to get into this game? I know some players will definitely want to be Jedis or at least aim for it, others will want to be Han, and others, well, depending on what the books show.

There's no right answer. No must-haves, not much by way of "perfect builds." Jedi can do some amazing stuff, but so can Smugglers if you put the same time and effort into them.

The game isn't as rules heavy as some other systems, so it's more about what you want to do.

If one player has AoR, another has EotE, and yet another has F&D (beta), will that be a problem? Can a GM run a campaign with players from all three books?

I'm doing it right now. No problem.

Do the books have a tutorial/beginner mission we can practice on? Or is there an easy-to-run adventure that is recommended for new players?

Each core book has an adventure in the back, but it sounds like you want the beginner boxed set.

Beginner set is a bit hand-holdy, railroady, walk throughy, tutorially, and a tad boring. BUT it does a good job of explaining the game.

Thanks for the awesome replies!

I will be honest and say that it is myself that wants to play the Jedi character and I'm having fun with Diala in Imperial Assault.... even without my lightsaber yet! I don't mind being a "weak" Jedi and I read from the website that basically, my character will be "force sensitive" but without the Jedi order to help me. I think the 1-3 films are stupid anyway and prefer the original 1-3 films (aka 4-6) so I'm alright in that mindset, I think.

What exactly do you mean "Force users are a secondary element of the game"???

I guess I'll grab a box set and we'll start playing, then think about doing up our own characters.... having said that:

7. Does the beginner box set selection have any impact at all? ie, is AoR better than EotE? Is there any reason to do one other box set mission if we've already done one box set's mission?

8. Is there any difference between the AoR GM screen vs. EotE GM screen? Or is it just the art on the back?

9. What is the difference between Adventure Supplements/Adventures and Rules Supplements? What's the difference between Adversary Decks and Specialization Decks?

Edited by Intys Rule

Does the beginner box set selection have any impact at all? ie, is AoR better than EotE? Is there any reason to do one other box set mission if we've already done one box set's mission?

Themes. EotE beginner is about fringers on the run having ticked off the local hutt. AoR is about a team taking over a secret base. Suspect the F&D one will be all sparkly glowy.

Is there any difference between the AoR GM screen vs. EotE GM screen? Or is it just the art on the back?

The GM screens come with a booklet that includes an adventure and supplemental rules. Edge talks about upgrading NPCs, AoR talks about squadrons and squads (vital for things like starfighter campaigns) and F&D will talk about "Knight Level" play, or starting off at an advanced level. Be advised there's a lot of "Certain point of view" when it comes to knight level.

What is the difference between Adventure Supplements/Adventures and Rules Supplements? What's the difference between Adversary Decks and Specialization Decks?

Rules supps include things like additional Specs, gear, locations ect. Adventures are Adventures, usually 3 acts long.

Adversary decks are NPCs on nice little cards for quick reference.

Spec Decks are the talents on card (not really needed as you can legally photocopy the spec trees out of the book).

Thanks!

Just a clarification on the GM screens --- aside from the extras they come with, is the info contained on the screen itself identical between the two versions of the GM screen?

Yeah, I don't see why everyone makes such a big deal about it. Yes the core rules are the same, but there are new and different elements, plus AoR clarifies some rules better I believe. Furthermore, there's the difference in careers, gears, vehicles etc.

Thanks!

Just a clarification on the GM screens --- aside from the extras they come with, is the info contained on the screen itself identical between the two versions of the GM screen?

Yeah screens themselves are pretty much identical.

It worked well for the 40krpg line. Dark Heresy splats and adventures could be written with the understanding that the people on them were probably going to be sneaky, talky types with an interest in creeping menaces and covert ops; you could still run them with an Only War party, but you'd be consciously making the decision to do so. Your PCs would be more heavily-armed and less investigationally adept, blowing the expected encounter difficulties (and potentially the plot). So if it worked there, why change?

Particularly if your interested in one type of game and don't have an unlimited budget, it makes it easier to know what's useful. I'm really an EotE guy, so I buy EotE materials knowing they're going to have the most use-per-page for my games. I have a friend who loves his soldier types, so he tends to get AoR materials instead for the same reason.

On an unrelated note of Toaster's have you ever run Dark Herey Adventure with a Rogue Trader group? That's a fun mash up, if hard on the GM for adaptation.

Yeah, I don't see why everyone makes such a big deal about it. Yes the core rules are the same, but there are new and different elements, plus AoR clarifies some rules better I believe. Furthermore, there's the difference in careers, gears, vehicles etc.

Some people are just jerks about it, and will rant at length about how FFG is "doing it wrong!" by going the three book route.

Some folks have very limited budgets and aren't keen on spending $60 a pop when nearly half of the material is reprinted in each book. And even buying online at discounted prices isn't always a help.

Some folks just simply prefer the "old fashioned' business model where you could just by a single core rulebook and be done with purchases for the system if you really wanted.

Some folks just simply prefer the "old fashioned' business model where you could just by a single core rulebook and be done with purchases for the system if you really wanted.

Technically, this is more true under a 3-core-book system than it would under a core+setting system. You can buy AoR, never buy another FFG book, and play a Rebel Alliance strike team to your hearts content. Under WoD (who did it the other way and got an equal amount of flak) there is no way to play a vampire without buying 2 books.

Why three books? I am told that material is re-hashed in AoR and EotE especially the rules part..... why not just make a core rulebook and then have the other settings as "expansion books" or "setting books"? So if I buy AoR and then buy EotE, does that mean I can totally skip some chapters that have been re-hashed? Or are there subtle changes that'll mean I'll have to read the whole thing?

Everyone says "Man! They're just the same books" - but they're not. Yes, there is some repeated material, but the character types are all new, the gear is mostly new, the planets are all new. the aliens are (mostly) new, the regions of the galaxy are new - about 60% of the book is all new material.

Technically, this is more true under a 3-core-book system than it would under a core+setting system. You can buy AoR, never buy another FFG book, and play a Rebel Alliance strike team to your hearts content. Under WoD (who did it the other way and got an equal amount of flak) there is no way to play a vampire without buying 2 books.

Which White Wolf (WOD) did for their new system because gamers got tired of having multiple lines that were almost completely compatible but had enough small differences to really muck up cross-overs.

Yeah, I don't see why everyone makes such a big deal about it. Yes the core rules are the same, but there are new and different elements, plus AoR clarifies some rules better I believe. Furthermore, there's the difference in careers, gears, vehicles etc.

I make a big deal about it because I feel like there could have been more content and better rules for the various parts of Star Wars. It felt like to me it was a way to earn 240 dollars for 3 books and 3 beta rules for what amounted to 140 dollars worth of content. Everyone can dis on me about how "it's so people can play in only one small part of Star Wars without buying other books!". And I will say "Hogwash" every Star Wars gaming group is going to want all three books available. It is a bunch of redundant rules that work great for EotE but ,in my opinion, not so great for other portions of the game.

Assuming your correct that everyone will by all 3 cores:

$60 x3 = $180

$30 + $50 x3 = $180

Adding in betas

$60 x3 + 20 x3 = $240

$30 + $50 x3 + 20 x4 = $260

Yeah, I don't see much savings in money here. Also, assuming the system would still be inter-compatible, which it would have to be if they're all based on a "core book" that contains stats, character classes, equipment, etc. Then your problem with the rules not fitting well with AoR or F&D would be exaggerated, rather than reduced.

It is a bunch of redundant rules that work great for EotE but ,in my opinion, not so great for other portions of the game.

Such as?

Vehicle range bands get wonky when you put the pcs in different vehicles and wide open spaces. So the "Fighter Squadron" campaign needs some creativity compared to the "Smuggler" campaign. Other then that I can't think of anything that would work in one and not the other...

At a certain point it's just necessary to accept that other folks whose business it is to make these decisions have made these decisions. That's not to say they're going to be 'right' every time, or that there is such a thing as 'right', but ...

... there's three rulebooks. That's just kinda how it is. Need to move on.

Yeah, I don't see why everyone makes such a big deal about it. Yes the core rules are the same, but there are new and different elements, plus AoR clarifies some rules better I believe. Furthermore, there's the difference in careers, gears, vehicles etc.

I make a big deal about it because I feel like there could have been more content and better rules for the various parts of Star Wars. It felt like to me it was a way to earn 240 dollars for 3 books and 3 beta rules for what amounted to 140 dollars worth of content. Everyone can dis on me about how "it's so people can play in only one small part of Star Wars without buying other books!". And I will say "Hogwash" every Star Wars gaming group is going to want all three books available. It is a bunch of redundant rules that work great for EotE but ,in my opinion, not so great for other portions of the game.

I don't think every group would want every book available... I could see people playing Edge of Empire fine all on its own. However, I do find the thematic idea of Age of Rebellion a bit odd, as it isn't very Star Warsy (very military focussed, which isn't Star Wars in my mind), and Force and Destiny has all characters being force sensitive if you just play from that book, which doesn't reflect any campaign idea I have ever really come across.

I'm not sure how odd the theme of Age of Rebellion is, considering that all of Star Wars was kicked off by Rebel espionage and every original trilogy film features a massive battle between the Empire and the Rebel Alliance to decide the fate of the Galactic Civil War :)

I'm not sure how odd the theme of Age of Rebellion is, considering that all of Star Wars was kicked off by Rebel espionage and every original trilogy film features a massive battle between the Empire and the Rebel Alliance to decide the fate of the Galactic Civil War :)

Yes it is extremely ODD that a game about Star WARS would have an aspect that focuses on the WARS aspect. I just don't get it. I would really like to know the designers thinking on that.

That was my biggest complaint about the latter seasons of the Clone Wars. It seemed like the war front stories got less priority then the political and force focused stories or just retellings of old tales tweaked to fit in Star Wars. Also the starfighter and ship or fleet combat focused episodes and arcs basically vanished once Season three started.

For about double the cost of a career book, the core books have about double the content. 3 species vs 6 species. 3 spec trees + 2 Signature trees vs 18 spec trees across 6 careers. I'm not sure on the numbers/page counts for fluff, vehicles, and NPCs, but there sure are a lot of those in the core books. You also get a full adventure in the core book.

I understand the argument that there is no reason to buy more than one core book because the "how to play the game" rules are repeated. However, I don't think that the "how to play" rules content really factors into the cost of the core books when you're comparing what you get out of a core book compared to a career book.

I will say that they have different themes and buyer beware when mixing between the settings. Especially when someone duplicates spec trees to get more of the same stackable talents, such as Doctor and Medic. Personally, I feel that EotE and AoR play well together. I'd think twice before letting one player bring in a FaD character into a EotE or AoR game. I would let EotE or AoR content into a FaD game. The difference is the power level between force users and "normal" characters. A ramped up force user with access to all of the powers seems a bit good compared to the rest.