So the group and I are taking up EoE here next week, and while we have played trough the beginner box and sat down all and made chars would I still like to get a bit more prepared so this system runs a bit smoother than our last attempt with something new. So are there any pittraps that newbies like me should watch out for? Or just general good advices that are worth knowing.
New player asking for advice
Don't pause to look up every single rule minutiae, apply plain ol common sense and figure it out between sessions.
Come up with the character concept/idea you want to play, then open the book and look at the careers.
When in doubt, if you can't find an exact rule, keep the game moving with a rough guess and then look it up afterwards. Keep the fun going.
Another thing is to avoid stagnant periods of time. The players should always (unless you're about to dump one on them as a surprise) have a clear objective, even if they don't have all the details. This prevents the game from depending on them to guess where the plot is going.
I also like to start with a bang. If you start an adventure where your smuggler group is already on the run from someone over something, you can start with an action scene to grab everyone's attention, and immediately get the plot rolling.
Final point that comes to mind is to roll Obligation at the end of a session, then have it come up in the next. It gives you more time to prepare, and acts as a cliffhanger of sorts for the players since they know who is in for trouble.
Rolling obligation at the end of a session, so it is ready for next.
planning your actions during combat before it is your turn... and even have the dice ready.
Don't be afraid to start a game "In medias res" (in the middle of things) it can save HOURS of gameplay that might not even get you close to where you want players
Astrogation rolls... unless you are doing a hot jump, have some chasing you, going to or in an unfamiliar system or area, or want to save time.... don't bother.
As a player, know what you would want to do to spend the Advantages or Triumphs. Something as simple as gaining a boost die, or recovering strain is always an option
Learn to haggle with the GM. The system of Success/Failure, Advantage/Threat, and Triumph/Despair gives you a large degree of wiggle room when it comes to interpreting results. If you have an idea on how to spend all those Advantages and extra Successes, tell your GM. At least make sure you inform them what you were intending to do with the roll, so they can base your rewards (and consequences!) off of that.
Related to that last thought, don't be afraid to fail. Going by RAW, it's (nearly) impossible to kill a player on the first Critical Injury, and the system insulates itself against "you must roll an 11 or higher at this point or the story can't go forward" type of play. I can't speak to whether or not your GM is good enough to roll with it, but it shouldn't be an issue.
Finally, don't be afraid to narrate your own rolls. On a combat check, with one Success and five Advantage, feel free to describe how you vaulted over the overturned table, blasted a stormtrooper with a headshot, and rolled behind cover while his buddies stitched the ground behind you with blaster fire. You might think you're stepping on the GM's toes. Hell, the GM might think you're stepping on the GM's toes. However, the more you do stuff like that on your own, the less the GM has to worry about it. Plus, it allows you to put the spotlight on your own character for a moment, which is what we all want out of gaming.
Edited by CaptainRaspberryOne piece of advise even for vetern players/GMs is don't forget about the destiny pool. If you can get it and keep it movig it makes the game more interesting. It can give the PCs a leg-up in desperate straits, compenasate for their weakness, or maximize their strength. and it lets the GM spread red dice around, and despairs make the game more interesting.
Secondly if you are players, feel free to suggest creative uses of advantage/threat and triumph/despair, and as GM try to get creative with them, base it on the situation, and feel free to let the PCs sugestions stand, or with caveates.
Thirdly feel free to suggest reasons for boost/setback dice, and as GM they are a way to make the situation and circmstances feel more real to the player, and make those ignoring setback dice talents feel useful.
If you are a pilot, tear the vehicle section apart. Its not hard, but it isdifferent, so learn it well.