I've played FFG Star Wars once (EotE shortly after it came out) and run it twice (F&D Beta and the full game), each time using extended versions of published adventures throughout a four or five hour period -- so a total of about 12-15 hours of playing the system in total. Our gaming group consists of two of my siblings (13 and 16 year old girls), my dad, and a collection of family friends and acquaintances. We've mostly played D20 (primarily D&D) and Savage Worlds, with a sprinkling of other games and systems added inbetween. We don't get together very often -- we'd be lucky to have a monthly meeting, which compounds a lot of the issues I/we seem to be having with the system.
I think the basis of all our problems is that the core mechanic feels incredibly clunky and, despite being labelled as 'narrative', the entire rest of the system is incredibly crunchy. With an attribute of 4 and a difficulty of 2-3, you're rolling six or seven dice and counting up the results. And while this might be a minor nuisance if you were just looking at d10's or d6's and counting successes, having to analyze the roll slows things down to halt -- especially when advantage and threat get involved, or when triumph and despair show up simultaneously. I think I could deal with this by making triumph and despair cancel each other out, by negating the bonus/malus to getting more than one success/failure, and relegating advantage/threat to helping to just inform the degree of success and failure for most rolls, similar to the 'dragon die' in Dragon Age / Fantasy Age from Green Ronin.
But the way that FFG handles qualitative dice rolling seems to be more restrictive than helpful; it feels like we have to pour over the results of the dice to find a suitable explanation for what they mean, and while this is an inviting idea in theory, it seems like it slows things down in practice and makes the storytelling beholden to the dice. It also feels like interpretting knowledge-based results is especially difficult to navigate. I've started avoided making my players roll unless it's absolutely necessary to resolve something -- and honestly, perhaps that's not necessarily a bad thing, but eventually those rolls are going to come, and I tend to dread it. And I get the theory behind the dice; hitting a target number on a d20 only determines if you succeed and doesn't necessarily add to creative storytelling on its own. But with a good DM and engaged players, I don't feel like that a lack of creative storytelling has ever been an issue at my table.
Combat, though, is where things really fall apart for us, and I feel like my biggest flaw with the system really comes out -- it's extremely crunchy and there's a huge onus on my players to embrace that crunch when it comes to approaching the abstracted combat tactically and dealing with their characters' wealth of advancement options. Combat seems very meticulously balanced around utilizing maneuvers and advantage/threat. When the turn comes around to my players, they seem overwhelmed despite my using handouts to help with the transition, and when I make suggestions to them, they seem to just go with the flow in the name of moving the game forward and avoiding staring at their options for another minute or two. I have two younger players, as well -- a thirteen and sixteen year old -- and while the latter gets into the fantasy of having force powers and a lightsaber, dealing with all the mechanical jargon is a bit much for the former. My older players seem overwhelmed by their prospects in combat as well, especially when it comes to interpreting the dice.
Character management can be disastrously messy considering I'm the only one who has purchased or read the Core books -- and I have three copies of Force and Destiny. We've created characters twice and both situations were messy despite having two handouts for each talent tree and Force power... and a packet detailing all the races, description of the classes, and experience spending rules. Advancement is also rough without a book for each person. If I had to do everything over again, I would definitely prepare pregens and would likely have a list of suggested advancements for the first several sessions, similar to the way the Beginner's Box handles them. All of this is, of course, even more difficult for a Force and Destiny campaign that includes extensive Force powers.
As a last note, is it just me, or do the starship battles feel, again, fairly clunky?
I guess now that I've stated all my issues, this sounds more like a scathing review than a plea for help, but I like some of the things FFG does to represent the world of Star Wars, but it seems like a lot of work to adapt -- and I'm not sure how to best ease my players into adapting to the system. And is it even worth it, as opposed do picking up WEG's d6 system or adapting Savage Worlds or Fate CORE or some other flexible system to suit our needs? I can see some of my complaints being a part of the growing pains of playing a new game and the length of time between sessions, but I'm not certain if that's a worthwhile excuse after 12-15 hours of play. Have others had similar issues with their gaming groups and their system, and if so, how did you pivot? Does anyone have any advice? Or is it just time to move on and find something different to play?