Has anyone else come up with the worst idea in the fact that you can use all of FFG's Star Wars games together. The RPG is the base game. I create my maps and set-pieces using the Imperial Assault game (also provides some handy miniatures. Used Legos last time), when i get to space combat, I think X-Wing will work pretty well. And I'm thinking for mass combat in space that Armada is gonna be a good one (Armada is my favorite FFG game so far, but that is for another post). I havent tried it yet, just speculation, but i think there is potential. Opinions? Comments?
ALL OF FFG'S STAR WARS GAMES AS ONE!!!!
You must have deep pockets...
Has anyone else come up with the worst idea in the fact that you can use all of FFG's Star Wars games together. The RPG is the base game. I create my maps and set-pieces using the Imperial Assault game (also provides some handy miniatures. Used Legos last time), when i get to space combat, I think X-Wing will work pretty well. And I'm thinking for mass combat in space that Armada is gonna be a good one (Armada is my favorite FFG game so far, but that is for another post). I havent tried it yet, just speculation, but i think there is potential. Opinions? Comments?
Pretty sure FFG has come up with the idea..............that's why there are so many games......
Some of the concepts in the RPG have some overlap in Imperial Assault. Using the minis and the map tokens would be very useful in creating a visual representation. X-wing and Armada have potential value as set pieces and visual representation.
I have had major success with this. And from a narrative perspective it really helps the players visualize and engage with the story. Instead of just saying "we shoot at the TIE fighter", roll dice "you hit it", we switch over to x-wing and run that scenario. You can also use the advantage and threat dice, adding those to a combined pool of attack and evade dice as a means of handling focus. Generating advantage will turn focus into hits, and threat into blanks. Triumph can be spent to turn focus to hits and hits to cries. As the GM it gives you a massive additional toolset for interactive narration, and can take the monotony out of roleplaying
You could also easily use Armada for the RPG. The dials on the Ship Mini's could have the shield dials represent the shields using the RPG rules so you know how many set back base on which arc you are attacking, also it is a good scale for this type of combat. In the end of the year they are coming out with wave two which includes some Light Transports like the Yt-1300
Well, I guess it sounds fine. . . . if you want to not move your story forward at all that night. Playing even a 150 point game of X-Wing can take all night. Then add in the fleets and the minis and the card game - you wouldn't have time to actually role play. I'd rather do one thing well instead of several things sub-standardly.
Well, I guess it sounds fine. . . . if you want to not move your story forward at all that night. Playing even a 150 point game of X-Wing can take all night. Then add in the fleets and the minis and the card game - you wouldn't have time to actually role play. I'd rather do one thing well instead of several things sub-standardly.
That's what I'm thinking. It would bog things down way too much. Plus, your players would have to be proficient with a myriad of different dice rolling systems. But mostly it would just make it so you'd have no time for actual rolelaying.
If I were doing a multi-day Star Wars campout RPG session, though, as I did with my Pathfinder group one time...
If you have the money and the spare time, not to mention players similarly inclined, sure, go for it!
You don't have to play a full game. Maybe your only objective is to escape the board while navigating asteroids and debris while returning fire. 5 rounds, tops and only your pilot PC sets a dial-you aren't dogfighting your PC's-you are helping to tell them the story. As the GM, you can make any calls necessary to keep the action moving. Don't set dials for your enemy controlled ships, just move them to where it makes the most narrative sense.
And if you are using the dice from SWRPG already, your players should very easily be able to add new dice to their pools with minimal explanation -x wing dice are super simple, compared to the SWRPG dice. And all the while that your players are in x-wing or armada, they should still be in character. Treat it more like a cutscene. And be prepared. Have everything set up and ready to go. It should be a tool to aid the story. If you can't integrate it quickly and fluidly, cut it. But if you can, your PC's will dig it.
I use miniatures regularly in mybStsr Wars game to represent character position, but we don't count out spaces. I use relative distance. I intended to use xwing but never did, so I will be using Armada minis, again with relative distances.
Salcor
What about the card game?
EDIT: 501st post! When do I get my free suit of stormtrooper armor?
Edited by CaptainRaspberryI recently started playing rpg combined with x-wings. We haven't played many battles, but it seemed fine to us. However we encountered one big problem-pilots talents. Most of them are hard to translate to rpg. So far we haven't used them, but one of players wants to be a pilot, so we will have to. Does any of you have a working version? Could you share it?
What about the card game?
EDIT: 501st post! When do I get my free suit of stormtrooper armor?
i don't know about free but you could get a full OT suit kit with helmet for only $350 here
350? You forgot to add a zero there, champ!
350? You forgot to add a zero there, champ!
change the Style dropdown from "Completed Ensemble" to "Kit with Completed Helmet", i did mention its a kit...