Which FFG RPG core book to get

By cjinx13, in Star Wars: Edge of the Empire RPG

Translation is not a problem for me since I wouldn't buy a spanish translation anyway. :P

If I were to suggest one book to get, it would have to be Edge of the Empire. In my opinion, it allows the PC's "more freedom," meaning they aren't enlisted into any resistance movements or invested into hokey religions as a backdrop toi their character concept. Each core rulebook has a certain feel, of course, and if you truly want to experience each flavor, then each seperate core rulebook does an excellent job covering them. For me, EotE characters all seem to be a little less tied to a larger picture, and have only their own obligations to truly be concerned about (and anything the GM comes up with!). While that can occur with all flavors (AoR, FaD) of the game, it's more at home with an EotE campaign, in my opinion. To me, EotE characters could easily join the Rebellion or unlock hidden force potential, but going from the other flavored characters to the scum and scoundrels of the far reaches of the galaxy is a tougher sell. But anything is possible. A lot of what you buy should depend on what kind of game you and your players want. If one of your PC's want to be a capable force user then FaD is probably a must. I've been looking at the three core books as really only two (EotE and AoR) with Force & Destiny being the required sourcebook for force users. But again, that's my opinion, and YMMV. In the end, which ever one you pick will be the right choice.

If there's no strong preference, go with EotE. Thematically, it's the most "open" system with characters motivated solely by past deeds and current desires.

I like AoR and FaD, but they're both locked into some pretty tight themes; WW2-style commando operations and wandering samurai/mystical destinies, respectively.

This is the thread I came here looking for!

But, all answers seem to indicate one should stick to one set of books or another. My follow up question is then: Is it easy to play with a mixed group? What if one player wants to be a bounty hunter, another a jedi, another a rebel soldier, etc. Do the adventures cater to that? Or, do adventures really only cater to one of these concepts at a time?

This is the thread I came here looking for!

But, all answers seem to indicate one should stick to one set of books or another. My follow up question is then: Is it easy to play with a mixed group? What if one player wants to be a bounty hunter, another a jedi, another a rebel soldier, etc. Do the adventures cater to that? Or, do adventures really only cater to one of these concepts at a time?

Conventional wisdom is that they are entirely compatible with each other. That said, the GM will need to think creatively how Obligation/Duty/Morality work as overlapping story mechanics. From the point of view of how the characters interact: that's entirely up to the group! There are no mechanical barriers to it happening and in my experience it can be a lot of fun (if more work for the GM). The scripted/canned adventures are entirely doable by anyone from any book.

I'm currently running a campaing with 4 characters from EotE and one from FaD. One of the EotE players wants his character to later pick a AoR specialization and take a more active role with the Rebellion.

So yes, they are pretty much compatible, which is great since in the OT we have a mixed party.

swgod98, on 20 Jan 2016 - 11:43 AM, said:

This is the thread I came here looking for!

But, all answers seem to indicate one should stick to one set of books or another. My follow up question is then: Is it easy to play with a mixed group? What if one player wants to be a bounty hunter, another a jedi, another a rebel soldier, etc. Do the adventures cater to that? Or, do adventures really only cater to one of these concepts at a time?

Of course, if you have the income, you should buy all the book and mix all line together.

I run an Edge campaign where two out of three players have AoR careers. I think Edge is a better starting place, as Obligation is an easier mechanic to deal with (including ignoring it altogether). AoR Duty is more tightly bound to character development, and AoR includes Talents that rely on Duty being in use, which honestly kind of bugs me.

Didn't even notice this. Which ones do you mean?

I run an Edge campaign where two out of three players have AoR careers. I think Edge is a better starting place, as Obligation is an easier mechanic to deal with (including ignoring it altogether). AoR Duty is more tightly bound to character development, and AoR includes Talents that rely on Duty being in use, which honestly kind of bugs me.

Didn't even notice this. Which ones do you mean?

I haven't scanned all the AoR careers, but the Propagandist in Desperate Allies has Positive Spin: "Whenever any character's Duty would increase, it increases by an additional 1 per rank of Positive Spin." There is also an Improved version...

I run an Edge campaign where two out of three players have AoR careers. I think Edge is a better starting place, as Obligation is an easier mechanic to deal with (including ignoring it altogether). AoR Duty is more tightly bound to character development, and AoR includes Talents that rely on Duty being in use, which honestly kind of bugs me.

Didn't even notice this. Which ones do you mean?

I haven't scanned all the AoR careers, but the Propagandist in Desperate Allies has Positive Spin: "Whenever any character's Duty would increase, it increases by an additional 1 per rank of Positive Spin." There is also an Improved version...

I just tweak it to have a PC able to disregard the bad from Obligation as opposed to trigger the good from Duty.

I just tweak it to have a PC able to disregard the bad from Obligation as opposed to trigger the good from Duty.

Just make sure you don't step on any toes. The Entrepreneur has a Ignore Obligation talent. Mind you, if you have nobody at the table running that career, you can use it as inspiration for your tweak.

But, all answers seem to indicate one should stick to one set of books or another. My follow up question is then: Is it easy to play with a mixed group? What if one player wants to be a bounty hunter, another a jedi, another a rebel soldier, etc. Do the adventures cater to that? Or, do adventures really only cater to one of these concepts at a time?

All three play together quite well, but it can be difficult from the perspective of the GM to get Obligation, Duty, and Morality to all play nice together. Any two isn’t necessarily too hard, but all three can be a bit of a pain.

And then there are the stories themselves. It can be difficult to figure out why a Rebel soldier is going along on a hunt for lost holocrons, or whatever.

So long as you can work the story elements together, and you don’t have problems getting certain game mechanics to work together, everything else should be fine.