Illya Mar said:
It came out this weekend that our group has generally decided against EotE, and while I was personally willing to give it at least a little more time, I had to agree with the others about its shortcomings, and so we're not going to be continuing with the beta. We only made it one character creation session and two full four or five hour game sessions in. That said, I thought I'd provide a final bit of feedback based on an observation, because I liked WFRP 3rd, I really like the X-Wing Miniatures game, and I hope that FFG can make this whole SW RPG thing work for them.
I'm posting this here because the biggest complaints were about character builds, customization, optimization, and creation. It's generally more of the same from what I mentioned before, despite the recent errata negating some of the XP cost differentials.
Several players said it felt like in order to be effective at something their characters had to be built too narrowly focused in one area for Star Wars characters. One player at our table said she felt like there was more math than roleplaying to be considered with character building. It didn't seem to be fulfilling its narrative promise for her.
The majority didn't like the way talent trees felt less like trees with branches you could select and more like paths you had to follow, taking things you don't want or that don't fit your character to get things you do want or do fit your character.
Our group still really wants to play a Star Wars game now, everyone's got the bug. I'm sorry to say they just don't want to try this Star Wars game any more.
The die mechanics differences between WFRP and EotE were a secondary disappointment (I think everyone felt the bigger dice pools of WFRP, adding characteristics and skill rather than taking the largest number on the character sheet and then upgrading, were less swingy; that the smaller dice of WFRP (d8s and d10s) seemed to be a factor as well, changing the system's 'math'; and that the stance dice gave you some level of control over how many mitigating circumstances your successes or failures would have and something like aggression/reckless dice could have been really thematic for Star Wars.) The consensus was that it felt strange that they'd use the same general mechanic but change it so much from what people had been playing and seemed more-or-less well-received, and in a way that just seemed to make the results grittier still than WFRP, when space opera should feel more heroic.
But I digress, and in the end it was primarily about making the kind of character everyone wanted to play.
So I started looking through previous game systems, and something struck me that I think was key to the game's failure with our group: the general trend in Star Wars gaming is toward opening up character creation and customization with things like classless systems (WEG), systems with free multiclassing (SAGA), and generally speaking, systems where characters are built cafeteria-style (you can pick up whatever dishes you want to make your meal, whether those dishes are classes, specializations/advanced classes, feats, talents, skills, etc.) In some way, they all provide for a lot of customization so that you can ultimately approximate any kind of character concept. We talked about how in WFRP, moving from career to career was expected and built into the game as an expectation, whereas in EotE it felt like changing specializations was almost discouraged or punished, and about how you're essentially always your starting career.
What I think made EotE a hard sell is that you're going from Star Wars games with a cafeteria of character options (with previous games, within the framework of the game, you can eventually have anything with anything) to a narrower menu of options (you can have the steak with the baked potato or steak fries, but not with the rice pilaf.) And it's particularly bad that you're doing it with the same license/game setting as these other games. With other options available to us, it turned out to be a deal breaker.
Whether you're a fan of the parent system, WFRP, or a fan of Star Wars, it just seems narrower and harsher in terms of choices and gameplay.
I'm sorry it didn't work out. And maybe some day we'll be able to come back to it and give it a second look, with some changes and extra options and variant rules. But for now, this is the general consensus among the core four players of the group. Our GM is disappointed, but hopefully we'll all get past it. We'd still like to see where he was going with his story.
Sorry to hear things didn't work out, Illya Mar. If I may ask, how many XP did your Players' characters start with, how many XP were awarded in your 2 session, what were the character concepts they used, and, briefly, how were they built?
This could be very useful info. Thanks!
-WJL