Ancient/Advanced Tech

By megruder79, in Star Wars: Edge of the Empire RPG

I'm getting ready to run a campaign using all three rulebooks and I'm curious if anyone has played with ancient or advanced tech. Most of the other sci-fi rpgs I've played in usually have equipment of different tech levels, which I guess the rarity could substitute for it in FFG SW.

I've got a tech junky player that I'd like to introduce ancient or advanced tech for but I'm not really seeing this type of equipment from everything I've read. I was thinking about doing something with Rakata tech from SW:TOR mmo, or something completely new that Czerka has maybe created. Just wondering if anyone has attempted to stat out this type of tech and/or thoughts on making it non-game breaking.

Stuff like slugthrower weapons are considered older tech and are mainly in common use on Outer Rim planets that don't have a decent economy.

For ruling interactions with ancient/advanced tech, I'd introduce several setback until the player has used it long enough to slowly reduce those setback by way of learning how it works. Also, giving setback should make talents in certain spec trees that reduce setback all the more useful.

Yeah, most "old" tech is represented by this point. Check Nexus of power, there's a feudal level planet in there with some accompanying gear.

I think the only tech not represented in the books is late feudal/early industrial stuff. Muzzle loaders and such.

Everything else, bows and swords are in. Breach loaders can be sorted easily as can machine guns and submachine guns. Shotguns and assault rifles are already present. So only that Renaissance to late industrial area needs work, and probably not much...

I suppose it depends a bit on what effect you want them to have. If you figure they are better all around then just reduce/increase each stat by 1 as needed.

Perhaps the old stuff/advanced stuff isn't more powerfull but it is made out of a lighter material so just grab any o'll item that fits your theme and reduce the encumbrance by 1 or 2.

One thing you could try using the crafting chart. Limited options are still limited so that may help keep a handle on balance. And for flavor you can assign negative qualities to suit the flavor.

Another things to keep in mind is that even with ancient tech there wasn't just one race so even just modding one stat can be a nice touch. So take any weapon and increase the damage by 2 but also the encumbrance by 2. These weapons were wield by the Artok, a massive lizard like race from the outer rim. While their allies, the Nintong, were a slight, lithe race who's weapons are all perfectly balanced, giving the wielder quick draw for that weapon but losing 1 damage. By setting up race specific templates you re-enforce the background and feel of the race and also give yourself a quick way to grab any weapon and fit it to your needs.

Just a few thoughts for ya! Let us know what you come up with in the end. It may help one of us later on down the road!

This is Science Fantasy. In this genre, tech is the same a thousands years in the Past, now and a thousands years in the future.

Just like tech level stays the same for thousands of years(or all time) in High Fantasy like the Tolkien universe, as is it in Science fantasy universe. It is part of the genre. Star ships and blasters exist thousands of years ago too. Let me repeat, science fantasy!

... But of course, primitive worlds meeting advanced worlds is fun. Tech is often more about worlds than timeperiodes in this genre .. But I guess you might have know that, so never mind my rant..

Edited by RodianClone

This is Science Fantasy. In this genre, tech is the same a thousands years in the Past, now and a thousands years in the future.

Just like tech level stays the same for thousands of years(or all time) in High Fantasy like the Tolkien universe, as is it in Science fantasy universe. It is part of the genre. Star ships and blasters exist thousands of years ago too. Let me repeat, science fantasy!

All of this has happened before and will happen again.

Generally with hi-tech stuff, give it capabilities nothing else has, but make sure that EVERYONE is after it, or else have it fail at a dramatic time, or a specific number of uses. That way, they get to use it for a period of time, but it either goes away on its own, or they decide it is too dangerous to keep. After all, if you have a 0.1 stardrive, you can outrun everyone, but when you stop, you find out that the 501st is deployed on every system in your path, every bounty hunter is after you, and Vader starts showing up. I would decide it is too dangerous, and make sure it was destroyed, publicly, with records, preferrably in view of Vader himself. Ideally I would remote pilot it into something important, like a star destroyer shield generator, but make sure no one gets it.

This is Science Fantasy. In this genre, tech is the same a thousands years in the Past, now and a thousands years in the future.

Just like tech level stays the same for thousands of years(or all time) in High Fantasy like the Tolkien universe, as is it in Science fantasy universe. It is part of the genre. Star ships and blasters exist thousands of years ago too. Let me repeat, science fantasy!

All of this has happened before and will happen again.

Me posting about genres or time repeating itself in Fantasy? :P

Both are true...