G'day, I'm hoping to get some feedback on if my cursory look over the core books of the series to see if this system is adaptable to my needs and what purchases will benefit my table.
I haven't run a proper Star wars RPG in twenty years but I've played though a lot of RPGs. I have had a cursory read of the AOR and EOE core books and the beginners box of F&D. But I may be making assumptions that may not fit with my plans.
Lets start at the most obvious two questions, how well does the X-Wing miniatures game cross with the RPG and how much crossover is there between AOR, EOE, and F&D?
The X-Wing miniatures game I like, especially because the biggest lacking element from D6 through the d20 incarnations were weak space combat. I get star fighter combat is inherently lethal however the dialogue around Porkin's death implies the some fighters have ejection seats plus force points plus the occasional lost limb should keep it lethal enough but safe enough for player character engagement.
Re the crossover between the three core books, the systems for the most part appear to my cursory reviews to be all the same, but the themes of each are reinforced by the Duty/Obligation/Morality systems for tonal consistency and these would seem to clash in crossover. The campaign story I have planned is primarily focused on EoE themes with the heroes picking from three different background lines. One of those lines, being linked to Tapanni nobility would appear better supported by the AoR Duty concept, and inherently at least one player who wants to roleplay star wars will want to play a Jedi so I want to be aware of how it plays out if needs be.
To aid in being clear for answers, the concept I have is that the players will be starting in a Hutt skyhook palace on Nar Shaddar or similar vertical city.
The backstory is they can play from one of three backgrounds,
Guards or attendants to a Tapanni princess confronting the Hutt about another kidnapped princess (options include Human minor nobles, human/alien/droid guards/attendants (with some encouragement to one being a minor noble and at least one pilot).
Scoundrels and scum of the Red Corsairs, a crew of the Bounty Hunter/Smugglers involved in a recent kidnapping for the Hutt (Human/Alien/Droids)
Hutt Slaves - guards/entertainers
The opening will be the players in their roles attending this confrontation between a furious young princess who is prepared to pay for the return of her lost cousin, heir of House Pelagia and one of the few voices holding off more Tapanni sector assets falling further into Imperial hands. This is where Storm troopers led by an ISB agent enter. The Hutt will die, the princess be arrested and the Red Corsair killed. The players will be forced to flee and rely on each other to escape the skyhook, hopefully with some morality choices to risk their lives for others, then they will have to cross gang territories to the ship yard where they see the Red Corsair ship flying off and the Tapanni ship stripped by locals to the frame.
Let them stew before finding an ally in a ship captain heading through the Tapani sector to an outer rim sector basically under Tapanni authority, and use the players knowledge to help smuggle through Tapanni, where they will have to pick up their lives, trying to track the kidnapped princess stuck in carbonite on the Red Corsair ship, evade the Imperials and help their Tapanni house, stop the Empire from bringing it all down, deal with nobles of the tapanni and their illegal endeavours, explore a mystery of the sector, and maybe find a little force instruction.
I doubt the EoE RPG would struggle at all with the above concept but can't hurt to ask if anyone thinks it would?
Final question, what are GMs issues with the Destiny system. Specifically how quickly do you find that the players spend light side destiny pool?
I ask because I have a deck of specialty made cards that I use for games to add narrative side plots. These cards are labelled with sub plot elements that are generally very awkward to introduce as a GM without being a bit of a screw over to the player targeted. Dealing these cards to the players turn the players on each other with these elements which allows the fun without hard feelings as well as have more opportunity to pursue plots they like. Example cards would be:
'Past History - Play when a fellow player meets an NPC for the first time. They and the GM will quickly work out a past relationship and roleplay a flashback. The GM gives 100-1000 xp to the card player and the card target, based on the added detrimental struggle this will add to the future. The GM can pay similar to return the card to the player should the NPC be impossible to have backstory with.'
'Pick pocket - Play on a fellow player and the GM has someone steal an object from them. Gain 500xp'
'Friends in High Places - Play on another player as they enter a new region. They and the GM will work out the history between this new NPC and the player and how they can help the player. The character gets 100-1000xp based on inversely on their relative power to help and any hiccups to them doing so.'
'Mistaken Identity - Play on a fellow player who is meeting a new group for the first time. The new group is sure they have meet the player and he owes them money or blood. You and the target player earn 100-1000xp, based on how much the double does damage to the players reputation. x2 if the double becomes a rival/villain.'
'True Love (Unrequited) - Play on a fellow player who has had a long or intense interaction with an appropriate sexual partner. If they fall choose to fall for the NPC they gain 100-1000 xp but have to roleplay it out or give the points back (x2 if spent). If not, the card player gets the XP and the NPC will go to Misery levels to realize their love.'
There are some others about giving visions, diseases, interludes with near appropriate partners, finding clues, finding rare finds in bazaars, etc. You get the idea. Of course details will have to be changed (the art needs to be too) and I am thinking to destiny points and dividing a hundred off the xp would fit if destiny points are not flowing like a waves in this game.
Thanks for any suggestions/advice.