Help to start knowing the game

By goncardoso, in Star Wars: Force and Destiny RPG

Hello, so i'm new at this . I want to experience this game fully but since its so different of D&D i need help.
Recently, a guy from this forum is helping me creating characters for a game. But after seeing how it is it got me triggered.

From my experiences, starting D&D was with only 1-2 pages max . This one is 12 pages. It got me scared.

If i want to create my characters by my own , what books should i buy ? what are the most recommended ?
If i want to GM someday what should i get beside the core and the gm kit ?

Start with a core book, depending on which setting you want to play in. Don't worry about supplements until you feel comfortable with the game. If you are GM, get the Beginner Box for your setting as well. It is the easy introduction into the rules.

If you GM, don't be afraid to run a one-shot to feel out the rules and decide what you need to do differently. Make sure you find Oggdude's character generator, it will simplify character creation a lot. And do not start with advanced characters. You need to find out with your players how the talents interact and synergize.

When Edge first came out, my group was excited, and we wanted to play a force sensitive campaign. It didn't last very long, because everyone had to have the Force Sensitive Exile tree to be a force wielder. So the characters started looking very similar, very quickly. Also we made some mistakes in character creation. So we scrapped that game and moved on.

Welcome to the game, Goncardoso.

First up, relax. Character creation looks kind of daunting, but its pretty straightforward. When you have time, grab some scratch paper and dice, and make a few 'characters'. They aren't going to see the light of day, but going through the steps can help you figure out how character generation works.

As far as books to buy, I would recommend you stick with a core book for now. The various source books have new races and new classes (or variants thereof), but aren't vital to enjoy the game. Once you have played for a while, and are comfortable with the system, then go ahead and pick up whatever book interests you.

When you are ready to take the plunge, and start GM'ing games, grab one of the starter kits first. They're pretty good for first time GM's as far as telling you what to read aloud, what to keep from the players, and what dice to roll and when. In effect, they are the 'tutorial' for the game itself. They also come with pre-generated characters that are very easy for your players to use, even if they haven't played an RPG before.

After that, a GM kit is nearly a requirement. The kits come with a screen which has important data right there, along with page numbers for quick reference. They also have a short module (adventure) that can expand on the module found in the back of each core book. Naturally, you want to get the GM kit for your setting, i.e. Force and Destiny GM kit to go with the Force and Destiny core book. The kits also have additional rules for things like mass combat (Age of Rebellion), lightsaber construction (Force and Destiny), and Nemesis creation (Edge of the Empire).

One thing about the Star Wars RPG is that it is very sandbox. Very open, with multitudes of adventure ideas. The downside to all of that is that the GM has to do quite a bit of work to make his or her own modules. FFG has 2 or 3 modules per setting available, and I would recommend any of them so you can get a feel for how the game universe 'works' for when you start making your own modules.

Give a listen to the kung pow chicken episode of the order66

Get oggdudes character creator app free to download if you got Windows it's a must!