I'm preparing to run a campaign set in the Firefly 'Verse using the game mechanics from Edge of the Empire. Although I also like the new Firefly RPG from MWP, I've decided to go with the EotE mechanics because a) I like it a little better, and b) at least two of my four players have already invested in the books!
Having said that, obviously, I can't use EotE exactly as is, because the two settings aren't wholly compatible.
I'm going to throw out some thoughts on potential house rules. I'd appreciate feedback from folks who are more experienced with EotE than myself to try to understand the ramifications of what I'm doing.
Overall, I want to produce a somewhat grittier, but also cinematic, campaign. in keeping with the tone of Firefly, the players will be concerned about where their next meal is coming from, whether they'll be able to afford fuel to get to the next job, etc. Ultimately, I want them to be more concerned about things like this than about a long equipment list.
CHARACTER GENERATION
Most elements from character creation will remain intact. Of course, all players will be human, so I'm not sure if I should create different human "origins" (for those familiar with Firefly, maybe Alliance Space, Border Space and Rim Space), or keep things as-is.
Another option would be to include some other element to further individualize characters. For example, in MWP's Firefly, each character has three Distinctions. I was thinking of implementing something similar, where the Distinctions are almost like personal Destiny Points, that can each be used for a Boost (or Setback by the GM) die.
SKILLS
Again, largely intact, although certain changes would have to be made. I think the main changes would come in knowledge skills - Core Worlds/Outer Rim/Xenology becomes Alliance Space, Border Space, Rim Space. Lore might becomes "Spacers' Lore," or something like that -- a catch-all of old legends.
Beyond that, I think everything would remain basically as-is, although some skills might gain or lose some relative value.
TALENTS
In general, most of these would remain intact, although some of the tech-oriented ones would need to change. The first one that comes to mind is "Speak Binary. "That will need to be replaced by something.
Beyond that, some odd situations may come up. As I talk through other changes, if they would impact Talents (or Skills), please let me know.
GEAR AND EQUIPMENT
This is one area where I want to change things up a bit. As noted above, I don't really want to get bogged down in longs lists of gear, because that's not how Firefly works. Additionally, a lot of the tech-ier equipment doesn't really feel right in Firefly. What I'm thinking of for gear goes something like this:
1) For weapons, I will provide a basic list (pistol, rifle, etc), adapted from the official list. I may also provide some of the basic gear that seems like it should port over.
2) For all other gear, the player can ask if it's available, and we'll decide on a case by case basis. Heck, getting a high tech piece of gear that's relatively common in Star Wars might lead to a whole adventure in Firefly.
3) In addition, each character will begin with one "signature item" (most likely something that can be used once per session, or maybe something where you can spend a Destiny Point to get a persistent bonus throughout a scene). In Firefly, this is Mal's Brown Coat, Vera or his Cunning Hat for Jayne, Simon's Medical Kit, Book's Bible, etc.
4) One big change: No Bacta, no Stim Sticks (unless you work for Blue Sun!). This will make combat much more dangerous, and make knowing a good doctor of great value.
5) Although technically customization and modification will exist, I will steer the players away from it. Basically, the idea that anyone can customize a gun goes away, and it becomes something for, say, a gunsmith. Gear with modifications beyond some really basic ones would be pretty cool stuff to own, and therefore would likely be "story rewards."
6) In the game, as in the MWP Firefly or MWP Leverage, you could spend a Destiny Point to "gain an asset" for a given scene. I might also allow a Vigilance roll for basic equipment. Or can you do that already? Or is there a talent for that?
CONFLICT AND COMBAT
Again, largely intact with only a few exceptions. Obviously, the healing/recovery section changes.
Also, Destiny Points technically become more like "Plot Points" and the Force Die is more Properly a "Fortune Die".
STARSHIPS AND VEHICLES
Like gear, the actual content changes significantly and becomes scaled down. Since I really only need to worry about a few PC vehicles and how other things relate to them, I'm not going to overthink this one.
On the other hand, I'd like to hear what folks think of changing vehicular combat/encounters. In Firefly, most "combat" equates to escape and deception rather than actual combat, because ships don't have Shields and, unless they're Alliance or Reavers, don't generally have weapons.
I'd appreciate any feedback of how to best implement these ideas.
THE FORCE
Unless someone decides they want to play one of River's classmates, this section essentially goes away (except for NPCs, potentially). Again, no need to overthink it for now.
Any feedback would be greatly appreciated!