Beginner set along with core rulebook, is it worth it?

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

I already decided to buy the rulebook, but I think it would be still good idea to buy the Beginner Game. First thing is I like introductory boxes in RPGs, this one with its tokens and map is quite similiar to my first RPG purchase, which was D&D 3.0 Adventure Game (available only in Europe, if you are curious you can see here how it looks: http://cf.geekdo-images.com/images/pic440159_md.jpg ). So it has a lot sentimental value. Another thing is it has all dice I need for full game, right? The dice is more than half price of the Beginner Game, so it seems like no brainer to buy it.

One thing I'm wondering about is if the tokens are useful in the full game? Is there some tactics in the combat movements?

We don't use them. I collect them though. I am sure if you use them, there will be some lame rules lawyer in your group that argues about range. Perhaps keep the game in a storytelling mode and yes the imagination and trust the gm

Edited by Tancradus

The beginner game is worth it if you have the extra cash. One, you get the extra dice as you already pointed out. Second, if you are just now learning the game it is perfect for such. It is a great introduction. Finally, you get an adventure module.

I wouldn't base the purchase on the tokens. They are nice to have but it isn't like it gives you a full set for any future adventures. You will find differing opinions on token use. Some say don't use them, it's a narrative game. Others say they are great to show approximate locations for everyone to avoid confusion. There are several threads here that have discussed the pros and cons. I'm in the pro crowd. You just must make sure the tokens and a map aren't the central focus of the game, just a reference, so players are still using their imagination.

If you have played the game before and are familiar with the rules then do not buy the beginners box. I was hugely disappointed with it. If you are unfamiliar (seems unlikely) with how role playing games work then the beginners box is an excellent buy. The dice that come with the beginners box is not enough for a complete game. You will want at two sets of dice. If your group continues to play most players will want two sets of dice for them selves.

I already decided to buy the rulebook, but I think it would be still good idea to buy the Beginner Game. First thing is I like introductory boxes in RPGs, this one with its tokens and map is quite similiar to my first RPG purchase, which was D&D 3.0 Adventure Game (available only in Europe, if you are curious you can see here how it looks: http://cf.geekdo-images.com/images/pic440159_md.jpg ). So it has a lot sentimental value. Another thing is it has all dice I need for full game, right? The dice is more than half price of the Beginner Game, so it seems like no brainer to buy it.

One thing I'm wondering about is if the tokens are useful in the full game? Is there some tactics in the combat movements?

If you don't have the dice set already, then the Beginner Set provides these and the extra is a fairly good price for the adventure and such. I understand how cool it is to open up a proper box of RPG goodies - printed full colour character sheets, book, adventure, colourful maps... The other supplements are cool but you can play a very long time with just the core rule book so there's plenty of time for those another day. If you want it, grab it. Especially if you don't already have a set of dice. Even if you do, to be honest I find two sets highly desirable for playing. Enjoy!

And regards the tactics in the combat movements, the game is much more narrative than that. Generally you're just describing where people are and ranges are handled with a simple and effective Engaged, Close, Short... description. It works very well, imo, and is a lot less hassle.

Edited by knasserII

Though I don't have the EoE beginners box I did buy both the AoR CRB and the AoR Beginners box (I do have the EoE CRB though). As Sturn mentioned above, the tokens are a nice extra but for me almost irrelevant. From my perspective the reasons for buying the beginners box were; the dice(I was going to buy some for my significant other half anyway), the adventure (which I think is a stonker, I played the EoE one and it seemed OK too), and the fact that I got it at a discount at a Con. In addition, if you are going to use it to learn the specifics of the game then again it is a good way of doing so in my opinion.

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It's worth it. The box adventure is a bit railroady, but that's to be expected. There is also a free PDF follow up adventure that is about three times longer and more open.

Yes.

There are A. LOT. of threads on this very topic, but I'll again voice the opinion that, as a railroady, teach-the-game-to-the-players adventure, the AoR Beginner Game blows the EotE Beginner Game out of the water. It's just the premise of the whole adventure (being an actual "mission") and the nature of a more military-themed game helps to disguise the railroads a bit more, I think. So if you're gonna buy a Beginner Game, which I do recommend for teaching the game to anyone, I would heartily recommend the AoR one.

Edit: new keyboard...

Edited by awayputurwpn

And as the rare dissenter I would say no for most people, but if you like Beginner Sets why are you even asking the question?

To play at minimum, I agree you need a couple sets of dice. So, that's Core $30 and $20 for 2 sets of dice. $50 total.

OR, you can go Core $30, 1 set of dice $10, Beginner set $20. $60 total.

So it's $50 for Core and 2 sets of dice or $60 for Core and 2 sets of dice plus a teaching aid, beginner adventure, tokens, maps.

The tokens are not that useful in the full game. I've played this game both with and without physical representations on the table. Aside from helping by providing a quick reference for current positioning, they are not really needed. The actual range and things like cover are handled 100% narratively.

I really like the beginner game. The dice are great, and needed. I GM and own 4 sets, though as a player 3 would be enough to never have to borrow, and 2 will get you by without borrowing except against the toughest enemies and when you get a skill to 5 ranks.

The adventure was a great way to introduce the game to people new to the system. Its not as railroady as people imply, insomuch that it is really easy to add alternatives to the path presented. It isn't this way or no way, you just need to use some imagination.

I don't think EfMS is necessarily "railroady" either. It has a simple goal (steal the ship), and clearly defined ways of attaining that goal. But it doesn't force the group onto any specific path.

At the last con I went to, I sat in on an EfMS game just to see how a different group would handle the adventure. Boy, these guys were just all over the place! They ignored all the hints, didn't bother going to the junk dealer or the space port, and at one point decided that the Krayt Fang was too much of a hassle, so they were going to caravan it over to Mos Eisley on dewbacks (very Lawrence of Arabia style) to find some other random ship. When the reality of their lack of survival training kicked in, they finally settled on taking their now-rented dewbacks outside the town and scaling up the rock wall to Teemo's landing pad. I don't even remember what their goal was at that point. They basically just created their own adventure and ignored everything else. I'm still not sure if they were fools, or mad geniuses :) Or maybe a combination of both.

I actually have two copies of the EotE beginner game. Purchased mainly for the dice, but maps, tokens, etc see use at the table. The beginner rule book is nice to hand new players.

The adventure is OK, but not great. It does teach the basic rules well, but that is about it. The free follow up is good and really has the potential to set a campaign in motion.

IMHO, the Beginner game is worth it if you can find it cheep. I got it for around $20 and the dice alone are worth $15. For that extra $5 I got an adventure. That was worth $5 to me, but it wouldn't have been worth $15 if I had paid the full $30 retail. As for the map and character tokens, those are pretty much worthless in regular play. The slim rules might be useful to have access to a second set of rules at the table, but since they are beginner rules there are some differences, such as no death rules.

The slim rules might be useful to have access to a second set of rules at the table, but since they are beginner rules there are some differences, such as no death rules.

Which is a good thing to keep in mind: when teaching someone a game, don't let their character die in their first session.

(Unless they jump into lava or something.)

The beginner box is a great teacher of the rules. It made transition to the core rules easier for my group and I.

At the last con I went to, I sat in on an EfMS game just to see how a different group would handle the adventure. Boy, these guys were just all over the place! They ignored all the hints, didn't bother going to the junk dealer or the space port, and at one point decided that the Krayt Fang was too much of a hassle, so they were going to caravan it over to Mos Eisley on dewbacks (very Lawrence of Arabia style) to find some other random ship. When the reality of their lack of survival training kicked in, they finally settled on taking their now-rented dewbacks outside the town and scaling up the rock wall to Teemo's landing pad. I don't even remember what their goal was at that point. They basically just created their own adventure and ignored everything else. I'm still not sure if they were fools, or mad geniuses :) Or maybe a combination of both.

That sounds awesome. When my group was first learning Edge of the Empire we used the beginner's boxed set and the free downloadable PDF adventure that follows it. My group was similar to what you're describing. They went A-Team and came up with options that were way off the rails. I'm an experienced GM so I ran with whatever the players wanted to do. With the beginner's set rule book at the ready looking up rules for any given situation was a snap.

I recommend to the original poster getting the boxed set. Use it to familiarize yourself and your group to EotE. Download Long Arm of the Hutt off this website to continue the adventure with the pre-generated characters. The folios are well designed and look great; they're a great tool to help your players learn about the game mechanics. You can even download two more pre-made characters off this website for extra options in your party composition.

Get the Edge of the Empire core book too but don't worry about memorizing it until you've played through the beginner boxed set's resources. So far as the token go, they're nice to use with the maps that come with the boxed set to begin to transition players used to playing with miniatures over to the narrative style of EotE. You can use the tokens indefinitely if you want; however, the time will come where you may want to go completely narrative as this is how the game was designed. You can go with whatever option suits you best.

I purchased the beginner box because the pre gen characters are fantastically laid out for when I have people who want to try the system but don't want to yet invest the time in making a character. In my experience the pre gens have been incredibly helpful in getting a newb to dive right in and get comfortable with the system Very quickly.

Anything that gets new players into this RPG with ease can never be a bad thing and this beginner box, in my experience, has done that wonderfully.

I wasn't sure. But I don't know anyone else that plays and all my players will be new to roleplaying.

I haven't started it yet but I have tested it and i t does make it a lot easier to GM.

I think if I tried to play my first game without it I would be flipping back and forth through the CRB so much the pave would be killed.

I definitely am house ruling a lot after I'm finished with it, but i guess like with learning anything its good to build a good foundation first