Friends:
Day after Christmas, I GM'd Escape from Mos Shuuta for four players: two adults and two boys ages 8 and 9. We finished the adventure in about 3.5 hours which included some improv role-playing.
The dice pool mechanic worked much better than expected. I have Warhammer Fantasy RPG 3e. Edge of the Empire RPG has less pieces to fidget with than WH Fantasy RPG. With guidance from their dads, the boys were able to grasp the dice pool combat rather quickly. Surprisingly, the dice pool mechanic worked especially well with role-playing situations. In encounters at the Cantina, junk shop, and the spaceport command and control center, PCs did some creative stuff. And the dice pool, added to the situation. The twi'lek was able to flirt with one shmoe at the C&C, but the second was not impressed.
As expected, the dice pool worked for combat encounters. During the shoot-out with the stormtrooper, a triumph on a missed shot was converted to the explosion of a nearby market booth that happened to be selling power packs.
As a GM, I can let triumphs and advantages or despairs and threats design encounter and setting details after the fact. Lets say you design a home-brew encounter in a spaceport. A PC wants to shot a fuel line in the ceiling to slow the advance of a gang of thugs. What GM can design every power line or sewage line or garbage compactor in anticipation of what PCs will do in the game? With the dice pool, details such as the convenient location of a power line can emerge in the course of the game. Lets say you have a pilot, his wookie friend, and an idealistic young rebel rescuing a princess from her prision cell. They're under attack from stormtroopers and there is no escape. Their next shot misses, but a triumph was rolled (or the stormtroopers rolled a despair on their missed blaster attack). The PCs note there is a garbage disposal nearby! They easily pass their agility checks to slide down the garbage chute - but oh no! Two despairs! Not only is there a monster in the garbage bin, but the room is a compactor. They're going to be crushed.
In Escape from Mos Shuuta, PCs took wounds. Only the smuggler was dropped, but was revived by the droid.
A couple of things did not play so well for us. The space encounter with the tie-fighters was clunky. We were not sure how to make best use of the manuevers. Also, destiny dice became an arms race of sort. When I used a dark side point, the PCs countered with a light side.
As a GM, I need to to find a better groove for making use of advantage and threat dice. Also, it seemed that strain never really became a factor.
Again - love the game. Looking forward to playing again. I welcome your comments and advice.
JW