I can not find Astrogarion or spade travel in the core rule book.

By Zack520, in Star Wars: Edge of the Empire RPG

Hi all.

I am a new GM, GMig for the first time so I have a lot to try to get right but I can not seem to find in the core rule book anything about how space travel or Astrogarion works. It might just me being stressed and dumb at the same time but of some one could tell me a page number to look at that would be grate.

Also if any one has any pointers about GMing a Star Wars EotE campaign, or anything they have added to make the game more fun or simple for first time players and GM it would be much appreciated

Thanks all

Zack

Hi all.

I am a new GM, GMig for the first time so I have a lot to try to get right but I can not seem to find in the core rule book anything about how space travel or Astrogarion works. It might just me being stressed and dumb at the same time but of some one could tell me a page number to look at that would be grate.

Also if any one has any pointers about GMing a Star Wars EotE campaign, or anything they have added to make the game more fun or simple for first time players and GM it would be much appreciated

Thanks all

Zack

1) The Astrogation skill text on p. 104 of EotE dictates the rules for Astrogation checks. Or were you asking how characters would describe using the skill? If so, then it's the act of computing the flight path of the starship based on the current charts and maps they posses. Page 104 then gives suggestions on how to use Advantages, Threats, Triumphs and Despairs.

2) For first time players and GM, we suggest picking up any of the Beginner's Game and playing through that.

Edited by Radon Antila

Aside from the description of the Astrogation skill, there should be a section in the Starships and Vehicles chapter -- "Interstellar Travel." I don't have exact page numbers as I lent out my EotE book.

EotE CRB:

Astrogation skill: page 104. Sublight Travel + Hyperspace Travel: page 246. The Great Hyperlanes: page 326.

As for spade travel, I would use the athletics skill and digg strategically placed holes and tunnels on suitable planets.

Edited by RodianClone

Aside from the description of the Astrogation skill, there should be a section in the Starships and Vehicles chapter -- "Interstellar Travel." I don't have exact page numbers as I lent out my EotE book.

It starts from page 246 of EotE, and 260 of AoR. Edit: And 251 of Force and Destiny.

Edited by kkuja

If you are looking for travel times, it takes as long as it needs to fit the narrative. So if the PCs are heading to stop some ISB agents from planting a proton bomb that goes off in Coruscant Square during the Life Day parade, killing millions and framing the Rebellion for doing so, and the PCs are coming from Nar Shaddaa where the bomb "sale" took place. You can decide if they arrive super early to stop the agents prior to them placing and arming it or they can arrive after it has been planted and try to disarm it risking capture by Imperial forces.

Thank you all for you reply to my question it has been a grate help

Zack

EotE CRB:

Astrogation skill: page 104. Sublight Travel + Hyperspace Travel: page 246. The Great Hyperlanes: page 326.

As for spade travel, I would use the athletics skill and digg strategically placed holes and tunnels on suitable planets.

I would call for a Resilience check if they would be digging throughout the night though...

If you are looking for travel times, it takes as long as it needs to fit the narrative. So if the PCs are heading to stop some ISB agents from planting a proton bomb that goes off in Coruscant Square during the Life Day parade, killing millions and framing the Rebellion for doing so, and the PCs are coming from Nar Shaddaa where the bomb "sale" took place. You can decide if they arrive super early to stop the agents prior to them placing and arming it or they can arrive after it has been planted and try to disarm it risking capture by Imperial forces.

No, the number of advantages on a successfull astrogation test decide the duration of the travel. Dont handwave the use of Astrogation or the players with that skill in their career skill wont love you.

Edited by vilainn6

If you are looking for travel times, it takes as long as it needs to fit the narrative. So if the PCs are heading to stop some ISB agents from planting a proton bomb that goes off in Coruscant Square during the Life Day parade, killing millions and framing the Rebellion for doing so, and the PCs are coming from Nar Shaddaa where the bomb "sale" took place. You can decide if they arrive super early to stop the agents prior to them placing and arming it or they can arrive after it has been planted and try to disarm it risking capture by Imperial forces.

So you are saying that skills don't matter then? Just make it narrative and that's it with no regard if the PC can roll good or bad? Triumph or Despair!? I understand the point you are trying to make, but I think hand-waving stuff like this is not the right answer for most games. I do hand wave a lot of travel times...when it is not important to the plot. But in your example, this very important if the players could get there early or just in the nick of time.

So by your logic, the players find the ISB agents and combat ensues...well we don't need to roll for any combat checks, We will just make it all narrative. Oh, you loose, millions are now dead, including you...

To me, determining if the players show up before the bomb was placed, or after should just not be hand waved, or set in stone by the GM. Plot points like that should be determined by the players, their actions, how well they did on their investigation of this bomb thing, and then the astrogation roll to see how quick they can get there.

You have put your players on the proverbial train tracks, no matter what they do, "X" will happen at this time.

Monotone voice..."yay...fun"

If you are looking for travel times, it takes as long as it needs to fit the narrative. So if the PCs are heading to stop some ISB agents from planting a proton bomb that goes off in Coruscant Square during the Life Day parade, killing millions and framing the Rebellion for doing so, and the PCs are coming from Nar Shaddaa where the bomb "sale" took place. You can decide if they arrive super early to stop the agents prior to them placing and arming it or they can arrive after it has been planted and try to disarm it risking capture by Imperial forces.

So you are saying that skills don't matter then? Just make it narrative and that's it with no regard if the PC can roll good or bad? Triumph or Despair!? I understand the point you are trying to make, but I think hand-waving stuff like this is not the right answer for most games. I do hand wave a lot of travel times...when it is not important to the plot. But in your example, this very important if the players could get there early or just in the nick of time.

So by your logic, the players find the ISB agents and combat ensues...well we don't need to roll for any combat checks, We will just make it all narrative. Oh, you loose, millions are now dead, including you...

To me, determining if the players show up before the bomb was placed, or after should just not be hand waved, or set in stone by the GM. Plot points like that should be determined by the players, their actions, how well they did on their investigation of this bomb thing, and then the astrogation roll to see how quick they can get there.

You have put your players on the proverbial train tracks, no matter what they do, "X" will happen at this time.

Monotone voice..."yay...fun"

It surely depends on the context. If there's time pressure to compute a route then your skills come into play. If there's no pressure then what's most interesting is the time of the arrival. Skills matter most during encounters. They're pretty irrelevant when we're talking narrative.

IMHO.

If you or your players are exighted about hyperspace travel and astrogation, then use the rules and play around with them, follow them or even expand or bend them!

If noone cares about that part of the game, handwave it :)

Edited by RodianClone

If you want more details on hyperspace travel check out fly casual and stay on target.