Beside the Core Rulebooks..

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

What other content would you like to see explored in future books/supplements?

Kager said:

What other content would you like to see explored in future books/supplements?

Generally speaking I think I'd like to see more aliens and more ships. I noticed that the beta left out a lot of the iconic vehicles from the movies, but unfortunately we'll probably need to wait for the next core book before we see those.

The kind of books I would like to see are unlikely to appear as they are going down a very different route, I would like to see other settings (i.e. Old Republic, New Republic etc) but with that as a given I would like to see more equipment, ships and creatures (mainly the non sentient ones like Rancor etc). I know that there is a thread with creature stats in but I quite like to see official stuff, though I am by no means against using fan made if FFG don't.

E

I think that, as with previous additions, we'll see some of these elements introduced via adventures. For example, we know that the adventure for Free RPG Day will include rules for sabacc, which aren't in the core book.

-Nate

eldath said:

The kind of books I would like to see are unlikely to appear as they are going down a very different route, I would like to see other settings (i.e. Old Republic, New Republic etc) but with that as a given I would like to see more equipment, ships and creatures (mainly the non sentient ones like Rancor etc). I know that there is a thread with creature stats in but I quite like to see official stuff, though I am by no means against using fan made if FFG don't.

E

Rancors are sentient. They aren't sapient, though.

Given that the definiation of Sentience is the ability to experience subjectivity, and that a Rancor is basically a shark with arms and legs (i.e. a walking appetite) I will have to agree to disagree.

Looking forward to Sabacc. I've found a few old "decks" online that can be printed but I wouldn't mind if FFG stays true to form and offers a deck as an optional suppliment.

I'd like to see FFG explore the Outer Rim, providing new planets and regions of space.

I figure there will be more careers and/or specializations, even before the Age of Rebellion and Force & Destiny books, and I'm usually good with more options being given to players in building & customizing their characters.

I also wouldn't mind seeing more of the Force. I'm not talking the type of full-scale in-depth material we'll be getting in Force & Destiny , but at least a few Force Traditions that are known to frequent the Outer Rim but generally have low visibility in the Dark Times/Rebellion Eras.

New ships would be a plus. Granted, I've stated up a fair number of ships for the Equipment Labs entry over at the Gamer Security Agency, but I'd not be adverse to seeing how FFG interprets these designs.

And last but far from least, new species. Again, between myself and Cyril, we've covered a pretty wide gamut, but it'd be interesting to see what direction FFG goes with them.

Keeop said:

Looking forward to Sabacc. I've found a few old "decks" online that can be printed but I wouldn't mind if FFG stays true to form and offers a deck as an optional suppliment.

I'd like to see that, too. I remember, back in the 90s, asking WEG if they could ever produce a good sabaac deck (maybe with a nice Ralph McQuarrie on the back), using their existing rules from Crisis on Cloud City. I believe it was Eric Trautmann who told me that they'd love to, but Decipher had exclusive rights on Star Wars cards at that time. Well, that's no longer a problem! :D

As far as what I want most to see, I'm big on boxed, 'sandbox'-type campaign settings. Give me worlds, characters, creatures, ships, and support it with maps, maybe some punch-out tokens, and a grab-bag of adventure hooks (scripted adventures are of less importance to me, since I like letting the players drive the plot).

I would happily buy two of these a year for $40 each!

Has there been any discussion about what may come besides the 3 core books? Is that all that their license allows? WEG and WOTC produced many books with many different topics, so it would be nice to get more than 1 book a year…or will the other 2 books be coming sooner than a year apart?

Raistlinrox said:

Has there been any discussion about what may come besides the 3 core books? Is that all that their license allows? WEG and WOTC produced many books with many different topics, so it would be nice to get more than 1 book a year…or will the other 2 books be coming sooner than a year apart?

Nothing official from FFG, though that will probably change as of the "In-Flight Report" at this year's GenCon. With the first of the three corebooks on shelves by that point, FFG will probably be in a better position to discuss what other materials they are going to release for the line aside from what we already know about (the other two corebooks, EotE GM Screen, and a dice pack).

An Alien Anthology (though, not called Alien Anthology because, in Star Wars, the term alien has no meaning. Even the humans are aliens) with a huge amount of playable species.

A similar book for careers. (or maybe just a players guide combinig both those ideas).

And it wont happen, but I'd like a Legacy era and/or Old Republic sourcebook, since I've never been too interested in running games set in the rebellion era. However, it isn't that hard to run a Legacy game with the rules as written. I just want to see career writups for Imperial Knights and Sith.

Nyarlathotep5150 said:

And it wont happen, but I'd like a Legacy era and/or Old Republic sourcebook, since I've never been too interested in running games set in the rebellion era. However, it isn't that hard to run a Legacy game with the rules as written. I just want to see career writups for Imperial Knights and Sith.

As far as background material, WotC did a Knights of the Old Republic and Legace Era Campaign Guides for their Saga Edition line. While neither covers the more recent happenings, they do provide a fair wealth of setting material that GMs can use to base their own campaigns off of.

As for Imperial Knights and Sith, such a thing wouldn't happen until at least the release of Force & Destiny… but I'm not sure that specific career/specializations would really be necessary . Imperial Knights are largely an off-shoot of the New Jedi Order, with a preference for wearing combat armor, using a specific design of ligthsaber, and putting allegiance to the Emperor above the Will of the Force. Once there's actual Jedi material, it probably wouldn't be too hard to just reskin a Jedi Guardian/Knight by simply putting said Jedi into a suit of heavy battle armor and calling them an Imperial Knight. Done and done.

Sith are generally best left as villains, and NPCs don't need to worry about career and specialization structure (at least based on what the NPCs presented in the Beta book and Beginner Box adventures indicate), so the GM can just cherry-pick from various talents or devise new ones until they get their particular flavor of Sith.

That sucks, no Sith? What if we want to play a group of not so good people? I'm alrewady on the fence about how they are handling this game, when I get the core rules I'll see if its worth any sort of real investment.

Gamgee said:

That sucks, no Sith? What if we want to play a group of not so good people? I'm alrewady on the fence about how they are handling this game, when I get the core rules I'll see if its worth any sort of real investment.

Well, Edge of the Empire is specifically set in the rebellion era (more specifically, set for fringer characters in the rebellion era, but other corebooks will open that focus up a little). So, there are only two Sith and two Jedi in existence and we know who they are. You can easily play a not so good person (infact, you're meant to), you could even play a morally ambiguous force user (basic force rules are there), but he wont be a Sith.

Gamgee said:

What if we want to play a group of not so good people?

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Nyarlathotep5150 said:

Gamgee said:

That sucks, no Sith? What if we want to play a group of not so good people? I'm alrewady on the fence about how they are handling this game, when I get the core rules I'll see if its worth any sort of real investment.

Well, Edge of the Empire is specifically set in the rebellion era (more specifically, set for fringer characters in the rebellion era, but other corebooks will open that focus up a little). So, there are only two Sith and two Jedi in existence and we know who they are. You can easily play a not so good person (infact, you're meant to), you could even play a morally ambiguous force user (basic force rules are there), but he wont be a Sith.

See the best thing about Star Wars is that epic feeling of adventure and of being the heroes. I would not be so inclined to limit my players if they want to be a chosen one even. As long as they can explain it. Star Wars is all about the players being larger than life. So I have no idea why you would fosake what is the most distinguishing apsect of the original triology.

We didn't watch the movies because they were gangster films or bounty hunter films in space. I also have no problem with others playing this way. It's Star Wars the possibilities are endless. Which is why I don't like the direciton this game is going in. It's giving you a very narrow vertical slice of what Star Wars is. Not really a good imagining. Even the rules seem more dense and slow to play than a simple d20 system. It's not supposed to have tons of rules. Star Wars was a very elegant and simple story told masterfully. It was no game of thrones, and yet it's titanic in size of its fanbase. I feel a very complicated rule system would be a bad way to interpret what is supposed to be a science fantasy feel. Even the social situations that crop up can easily just be done by simply roleplaying which is also another thing Star Wars had (memorable characters).

I'll reserve final judgement when I have the first core rules in my hand to see if this entire line will just be wasted potential.

Gamgee said:

Nyarlathotep5150 said:

Gamgee said:

That sucks, no Sith? What if we want to play a group of not so good people? I'm alrewady on the fence about how they are handling this game, when I get the core rules I'll see if its worth any sort of real investment.

Well, Edge of the Empire is specifically set in the rebellion era (more specifically, set for fringer characters in the rebellion era, but other corebooks will open that focus up a little). So, there are only two Sith and two Jedi in existence and we know who they are. You can easily play a not so good person (infact, you're meant to), you could even play a morally ambiguous force user (basic force rules are there), but he wont be a Sith.

See the best thing about Star Wars is that epic feeling of adventure and of being the heroes. I would not be so inclined to limit my players if they want to be a chosen one even. As long as they can explain it. Star Wars is all about the players being larger than life. So I have no idea why you would fosake what is the most distinguishing apsect of the original triology.

We didn't watch the movies because they were gangster films or bounty hunter films in space. I also have no problem with others playing this way. It's Star Wars the possibilities are endless. Which is why I don't like the direciton this game is going in. It's giving you a very narrow vertical slice of what Star Wars is. Not really a good imagining. Even the rules seem more dense and slow to play than a simple d20 system. It's not supposed to have tons of rules. Star Wars was a very elegant and simple story told masterfully. It was no game of thrones, and yet it's titanic in size of its fanbase. I feel a very complicated rule system would be a bad way to interpret what is supposed to be a science fantasy feel. Even the social situations that crop up can easily just be done by simply roleplaying which is also another thing Star Wars had (memorable characters).

I'll reserve final judgement when I have the first core rules in my hand to see if this entire line will just be wasted potential.

I agree that it's weird to make a bunch of different RPG's each set in the same universe but with a very narrow focus in story and character type. I don't know if they do that to maximize profit or if it's just a biproduct of a boardgame company making RPG's. I do feel that that is a little annoying. Each game is essentially what should be a small supplement in any other game system. That being said, this is EXACTLY what they did with Warhammer 40,000. They made 5 different RPG lines, all set in the same universe and each with an incredibly narrow scope. So, I don't really see your complaint. You knew it was coming and from your profile pips, you bought into it the last time they did this. Why is it a problem this time? No, EotE isn't set up to play Jedi because it's focus is Fringer charactrers in the rebellion era. Just like Deathwatch isn't set up to play Chaos Marines (I assume), because that is the focus of a different game.

Yes, this set up bothers me a little. Waiting two years for a Jedi RPG that could just be a supplement to a more broadbase game is a bit obnoxious to me, but I never bought into the 40,000 games and am only interested in this game because it is Star Wars.

I do like the system as, it sets up the ability to have actions set up possitive and negative side effects to actions that are independent of the success or failure of the action (as opposed to the simple pass/fail system of D20). I don't see it as complicated. After a couple rolls it will be very quick to calculate all these different variables (this is what happened with descent).

Yes, I do wish they hadn't set it in the Rebellion era. The original trilogy is a great story, but that story was very limitted and has been told already. We know what happens and who it happens to. I'd rather set my games in a setting that doen't impose as many limitations on my creativity (like the need to jump through hoops to explain the existence of any Jedi or Sith I want to throw in). Yes I wish they would make Sith career and talent trees, not to let people play them (because there's no quicker way to turn a game into a snuff fantasy/pissing contest), but to help design major NPC's.

However, every Star Wars RPG has to tackle this issue in some way. Star Wars is about Jedi and most people want to play them (and why not, according to the movies, they're just all around better than everyone else). So, from a game perspective, you have a couple options. First, you can take the focus of the game off of Jedi (this is what EotE is doing and backing it up by setting it in a time where there weren't many force users). Secondly, you can give the Jedi so many options that no two are the same, enxuring that when you get a group of all Jedi, everyone has a focus and no one is stealing anybodies thunder. There are two problems with the second option, the first being that it is an insane amount of work to put in giving that many options to Jedi on the ground floor. You would have to make the Jedi so diverse, that they actually constitute a completely separate set of core "classes" (plus you might as well not bother with non-Jedi classes. If the Jedi get all those different focuses plus force powers, it's going to be a Jedi only game). Secondly, it undercuts the nature of the heroes journey to have that many Jedi main characters. If everyone is that special, nobody is.

I'm just not seeing your argument. They did this exact thing before and you bought it, why is it bad this time? No, there aren't Sith and Jedi character options in the core game because that isn't the focus and because there were no Jedi or Sith running around at the time of the setting. You can still play a force user. You just wont be a Jedi (that is also true in d20 Rebellion era).

Who says I am going to use their lame setting?

It is different because each RPG has it's own very distinctive rules for very distinctives walks of life. While I would have prefered a core rule book and then suppluments nwod style I can at least see why it makes sense for 40k. This is because Black Crusade has its unique corruption mechanism designed from the gorund up to fit that and the 4 chaos gods.

Deathwatch has its focus on the most badass of Space Marines. They have their own crippling personality flaws which makes sense.

Dark Heresy has rules that supplement a low powered game well and it feels like a desperate act of survival.

Rogue Trader ha sunique mechanics for exploring the universe that would bog down other books.

Only War is the only rehash in many ways.

It makes sense there. Here? It doesn't. There are no distinct rules that govern only certain beings. And while we do see Jedi that are crazy powerful they are not the be all and end all of characters. Most will never attain that kind of power (except the heroes). In Warhammer the obtuse splitting of all the races and factions works to get you in the mood of this 40k year old byzntine rules system that doesn't necessarily make sense all the time. It almost fits thematically even if they never inteded to plan it that way.

Star Wars on the other hand should be much more elegant, simple, and light. Which I'm just not seeing in this upcomign edition. Also if I HAD been here prior to them announcing all of their RPG's and hwo they would be split up I would get mad at them. Except I wasn't, so now I have to deal with it.

Gamgee said:

See the best thing about Star Wars is that epic feeling of adventure and of being the heroes. I would not be so inclined to limit my players if they want to be a chosen one even. As long as they can explain it. Star Wars is all about the players being larger than life. So I have no idea why you would fosake what is the most distinguishing apsect of the original triology.

Uhm… No, it's not all about the players (and I assume you mean the players' characters) being larger than life.

Quite the opposite.

In the OT, the main characters are Luke, Han, and Leia. And maybe Ben.

Luke was raised as the adopted son of moisture farmer on a backwater nowhere planet. He's an impatient, post-adolescent headstrong boy frustrated with his life situation.

Han was a down-on-his luck smuggler trying to make ends meet. He was a criminal, a mercenary, and a pirate, and the only thing distinguished him from all the other outlaws was that he was better than they were.at what he did.

Leia was a consular (basically, an appointed representative) that was covertly working for the rebels as a courier and a spy.

Ben was an old hermit and retired war veteran trying his best to be ignored.

No member from this cast would be described as "larger than life". The entire cast of characters were actually pretty humble from the introductions. Hell, even fast foward to Jedi; When Luke tries to intimidate Jabba, he gets laughed at! This is not a larger than life character…

I'm not gonna engage you in an argument about what "the real Star Wars experience" is, for two reasons:

  1. The designers stated at product announcement that they realized the reason previous Star Wars games failed was because different people enjoy different aspects of the SWU , and that there isn't one true Star Wars experience! Between having three games that capture different aspects well, and one game that caputres all the different aspects poorly, I think the choice is obvious.
  2. it's a f*cking stupid thing to argue about.

I will say I think you're completely off-base in making this claim that the characters are supposed to be larger than life, because they're not. Very much like Lord of the Rings, a major thread in Star Wars OT is that individuals, regardless of their origins (Han's case) or upbringing (Luke) can do great things and bring about great change.

So maybe the designers decided that the first installment of a Star Wars RPG should concentrate on a group of characters from unsassuming origins thrust into situations of galactic importance…

Exactly like they did!

Now, I think due to lazy story telling and some percieved need for "wow" factors for the fans, the emphasis on 'greatness from humble origins' got totally lost in later EU installments. But thats a different topic for a different thread.

So if you don't want to use their "lame setting", then don't. But then you have absolutely no room to complain because y ou just announced you plan on using their system in a way in which it was not intended to be used! Seriously, you may as well complain a high magic fantasy system doesn't accomdate your super-hero campaign.

FFG's different SWRPGs will have different mechanics to support the and capture the different aspects of the SWU.

Does that make sense here? Yes , it does. FFG is trying something new in an attept avoid the exact same francise mismanagment that has occured with every previous edition of a SWRPG. You're gripe is just another rehash of "WAAHHH NO JEDI!" that has been done to death on these forums.

-WJL

Back to the OT…

I'd say it's highly likely we'll see "alien" and "starship" books at some point in time. I'd say that era specific sourcebooks are fairly likely as well.

After that, it really depends on FFG's strategy for expanding the game. From what we've seen thus far, I'd say adventures are in the pipeline as well.

I'd like to see a book (or books, or PDFs if they can do that) that focus on specific organizations know to be active in the Outer Rim. You could have some sample criminal organizations (obviously Jabba's group and Black Sun), Bounty Hunters Guild, and maybe some more CorSec material. I would even throw in the Kilian Rangers for all those folks who want to play force users but are too unimaginative to come up with their own, non-Jedi force using types.

I'd like to see the following books:

-Races & Creatures (all the values and backgrounds for the other races and creatures of the universe, from A as Acklay to Z as Zeltron)

-Equipment & Droids (vehicles, starships, weapons, armor, etc. and droids)

-Adversaries (a book about organizations like the Black Sun, about the values of iconic NPC like Imperial Scout Troopers, about the values and backgrounds of named characters of the fringe like Boba Fett, Dengar, 4-LOM, Zuckuss, Bossk, IG-88, … )

-Adventure books (the last books I mention, but - for me - very important ones)

@ FFG: Please support us with adventures, with stuff to play; don't leave us alone with another game system without some stories to play.

LethalDose said:

Gamgee said:

See the best thing about Star Wars is that epic feeling of adventure and of being the heroes. I would not be so inclined to limit my players if they want to be a chosen one even. As long as they can explain it. Star Wars is all about the players being larger than life. So I have no idea why you would fosake what is the most distinguishing apsect of the original triology.

Uhm… No, it's not all about the players (and I assume you mean the players' characters) being larger than life.

Quite the opposite.

In the OT, the main characters are Luke, Han, and Leia. And maybe Ben.

Luke was raised as the adopted son of moisture farmer on a backwater nowhere planet. He's an impatient, post-adolescent headstrong boy frustrated with his life situation.

Han was a down-on-his luck smuggler trying to make ends meet. He was a criminal, a mercenary, and a pirate, and the only thing distinguished him from all the other outlaws was that he was better than they were.at what he did.

Leia was a consular (basically, an appointed representative) that was covertly working for the rebels as a courier and a spy.

Ben was an old hermit and retired war veteran trying his best to be ignored.

No member from this cast would be described as "larger than life". The entire cast of characters were actually pretty humble from the introductions. Hell, even fast foward to Jedi; When Luke tries to intimidate Jabba, he gets laughed at! This is not a larger than life character…

I'm not gonna engage you in an argument about what "the real Star Wars experience" is, for two reasons:

  1. The designers stated at product announcement that they realized the reason previous Star Wars games failed was because different people enjoy different aspects of the SWU , and that there isn't one true Star Wars experience! Between having three games that capture different aspects well, and one game that caputres all the different aspects poorly, I think the choice is obvious.
  2. it's a f*cking stupid thing to argue about.

I will say I think you're completely off-base in making this claim that the characters are supposed to be larger than life, because they're not. Very much like Lord of the Rings, a major thread in Star Wars OT is that individuals, regardless of their origins (Han's case) or upbringing (Luke) can do great things and bring about great change.

So maybe the designers decided that the first installment of a Star Wars RPG should concentrate on a group of characters from unsassuming origins thrust into situations of galactic importance…

Exactly like they did!

Now, I think due to lazy story telling and some percieved need for "wow" factors for the fans, the emphasis on 'greatness from humble origins' got totally lost in later EU installments. But thats a different topic for a different thread.

So if you don't want to use their "lame setting", then don't. But then you have absolutely no room to complain because y ou just announced you plan on using their system in a way in which it was not intended to be used! Seriously, you may as well complain a high magic fantasy system doesn't accomdate your super-hero campaign.

FFG's different SWRPGs will have different mechanics to support the and capture the different aspects of the SWU.

Does that make sense here? Yes , it does. FFG is trying something new in an attept avoid the exact same francise mismanagment that has occured with every previous edition of a SWRPG. You're gripe is just another rehash of "WAAHHH NO JEDI!" that has been done to death on these forums.

-WJL

That's my point, Star Wars should cater to everyones view of the Star Wars verse. Why do we have to even have this dumb argument? If the book catered right off the bat to everyones tastes we would all be la de da, but it isn't. It's a Star Wars RPG with a very narrow and specific focus that is doing what the GM should be doing and creating a coherent setting for each individual Star Wars campaign. I've played Saga games from humble down to earth origins, to crazy over powered legends of the KOTOR era that save the galaxy. Which is my point, why do I suddenly have to conform to this book? I know I don't, but assuming a salesman is trying to sell this to me. I have to wonder why. Why does it do that no other Star Wars RPG has never done or can't do?

Why do I HAVE to play humble heroes specifically designed from this book? Why can't I be a humble soldier. Or a simple Jedi padawan that only barely made the grade and is trying to survive after the attack.

Star Wars Saga didn't fail, hahahaha. I was there, the license simply ended and they chose not to renew it because of the great costs involved.

I'm not going to use their lame setting because if I had the right tools form the get go I could create an amazing custom setting for any sort of Star Wars themed RPG with Saga. Even just the core rules. So assuming I am still trying to be sold on this system WHY do I want to adopt it if I can have that RPG over there which does all of that and more?

If you think that was all I was tyring to make a point about then you've got to go and read it all again because something got lost in translation. I simply used Jedi as the closest example, but there are plenty of crazy powerful things you can be in the Star Wars universe.