Edge of the Empire, or Republic, or pretty much Anything!

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

Okay, so I have pretty much fallen completely in love with this system. I had a few questions for some of our other EotE fans out there.

Are any of you planning on using this system for any campaigns NOT set in the Galactic Empire era where it is technically listed for?

It might just be me, but I feel like this system would perfectly translate to any other era of Star wars, including Clone Wars, Old Republic, Legacy, or New Jedi Order era. Hell, you could do even older stuff.

Similarly, this system could be used in any modern/science fiction setting really easily. I've already talked to friends about using it for a Borderlands game, a Mass Effect game, and even a Blue Exorcist game. None of them would require more than a few added things here or there to make a truly excellent and fun system. It is simple, but with enough rules that you can have a lot of fun with it. And you could just as easily do other science fiction things like Stargate or Star Trek, other modern things like a fallout-style post apocalyptic setting, or even a fantasy-type setting like League of Legends or more traditional fantasy settings like Lord of the Rings or custom fantasy stuff.

What do you guys think? Edge of the Empire? Or Edge of Your Imagination?

Would you play in (or run) a campaign using this system, but reskinned in a different timeline? A different universe?

We have been playing EotE twice a month since September. I am a player in that campaign.

We recently started playing a game set in the Fallout universe a few weeks ago. It is on the alternating weeks, so we are using the system weekly. I am running this game. I don't want to say much because I know at least one of my players is on the forums. But, off the top of my head, the players are a human:

Bounty Hunter/Gadgeteer

Bounty Hunter/Survivalist

Mechanic

Colonist/Doctor

Fringer/Trader

In the 1950s they signed up to be part of a trip beyond the stars. Because of the great distance, they were told they would be put into cryosleep. They woke up and discovered that they are with people they don't know. They had to fight some robots, and when looking over the parts found a stamp that the bots were manufactured in 2270. Now the group is trying to figure out what happened, where they are, and how they came to be there.

The bot went down pretty easily, but in the SW game we have been doing a fair bit of combat. What surprised them was when ghouls came out of the darkness. Since they had no knowledge of ghouls, I called for a hard Fear check and the Mechanic suffered a number of Setback dice and the Doctor was basically useless the whole encounter.

One easy thing for me is that since Droids are treated much like living characters I have been able to use NPCs from the Beta book as robots and ghouls without changing much. I used the stats of vibroknives as claws for the ghouls, for example.

Oh, that reminds me that one of our guys asked at the Free RPG Day about attachments and mods for slugthrowers in a Fallout game, since a lot of the Beta mods don't apply. He said that the mods and attachments were most focused on blasters because it is the basic weapon in Star Wars. We should just adapt them to firearms for a fallout game or rename them but have similar effects.

I'm running a game set around 1ABY atm.

But I've got one of my players adapting and preparing a Mass Effect game with the same system. Another of my players is currently adapting the system to the Fallout universe as well.

But you're right this system adapts itself perfectly to any theme really, even the typical RPG fantasy setting. In fact, that's something I've been thinking about trying out with my group.

If I do end up getting the game (and I'm now leaning toward doing so), I would set my game in the Old Republic era. It's my favorite time to play games since the "metaplot" of the movies and a lot of EU stuff isn't going on. It's wide open.

It'll also serve as a way to get my friends back into TOR so we can finish our Imperial quartet and work on the Republic quartet.

Yeah. I'm sneaky that way.

I know there is a Mass Effect hack being slowly generated over on the d20radio forums, but its been quiet in the thread for a while, but I think it includes species at least. Perhaps even more.

There is more activity in the Elder Scrolls thread.

As for other SW eras, I post a bit about that on my blog, but due to research project I haven't added much to that lately. I do have a series on TOR vehicles and thoughts on how to use EotE in the TOR era. Should be link to blog in signature.

I think as long as Jedi and highly-skilled Force-user PCs aren't going to be a major focus of your campaign (or at least full-fledged Jedi Knights), you could probably use EotE to run a Star Wars campaign in a variety of different settings.

For a lot of vehicles, you could quite easily just re-skin the existing material and refer to it by that names used by the equivalent designs of that era.

And as Jeger noted, there's at least a couple reskins of EotE to other settings, and I'm sure that once the core rulebook comes out, you'll see quite a few more, particularly if folks really become enthralled with FFG's narrative dice system, as it's just generic enough that it could be ported to other genres without a tremendous amount of fuss, particularly for the mundane aspects of things. It's when you start getting into metaphysics (magic, Force, biotics, psionics, etc) that things can start to get a bit wonky, although the way that FFG has structured Force Powers gives at least some kind of baseline, at least for those settings that have a slightly more rigid "magic system." Settings with a far more free-form magic system (like Dresden Files) are going to be a lot harder to replicate in EotE and require more work on the GM's part.

For the last few months I have been running my weekly gaming group through the Dawn of Defiance campaign from saga edition. Actually we switched from saga to edge of the empire at the end of the first adventure. It has been going great and everyone really likes the narrative focus of the system.

We expect this campaign to take us to Aug., then will be starting a new campaign. For the next campaign I am designing a homebrew makeover. Aside from the basic skills and mechanics which stay the same I am in the process of designing new Careers and Specializations, and a huge reworking of the force into elemental magic trees. The campaign is a sort of sequel to our Anima game(which was secretly an adaptaion of Secret of Mana). I am still in the early stages but essentially instead of having a dark side and a light side the force has Harmony and Chaos. Each element has a few spells of each type, with harmony focusing on passive boost and debuffs while chaos causes external changes and attacks.

The campaign world itself is more steampunkish so I had to alter a few skill and add a few more.

I also stole the character creation priorities system from Shadowrun, so people create characters by choosing ratings in the various categories. Race, Attributes, Training(Skills and Talents), Force(whether they can use magic and how strong they start), and Resources(money and contacts.) This allows for races which might be just plain superior without handwaving or figuring out equivalency rules.

Another change I stole from Shadowrun was contacts, you can buy them at creation or meet them later on. Each one has a rating in Loyalty/Influence that you roll on when trying to get favors. My players occasionally have difficulty with roleplaying so it helps them to have a mechanic basis to work off. This one I have also implemented in my Star Wars game and has been a hit.

If anyone is interested I'll share more, but I just wanted to say that this system has been great! It has the all the options and possibilities of Shadowrun and Anima, without all the scary rules crunch that my new players fear.

Awesome. Yea, the game that I'll be running come the fall is going to be set in the Old Republic era, specifically on the day after the Treaty of Coruscant is signed. They are still playing fringers, and while two of them are force sensitive, they aren't really focusing strictly on that, so it works out. I plan on just using existing vehicles as a baseline and modifying them slightly based on what I need them to do for the earlier technological equivalents. I'm super excited.

As for the metaphysical stuff, like biotics and whatnot, I feel like when we get the last book in 2015, we'll have a much better skeleton for converting some of that stuff more easily.

I'm glad to see that other people are doing slight conversions! They seem like they would be a huge hit, and I'm looking forward to trying them out almost as much as I am the system itself!

Every day, this system becomes even greater and greater. I really think that by the first time I play it, it will be my favorite system ever. And I can't wait until the other two books come out and we can use all three of them together to make the ultimate Star Wars - or anything else - experience!

I am thinking of something in the spirit of Firefly.

King of Pants:

I am curious about the math for your Shadowrun-style priorities. How did you weigh the different values?

I was sitting here trying to think of something that'd be fun to run with this system. I turned on Escape From LA because I love that movie no matter how cheesy. I thought it was pretty fun coincidence that it takes place in 2013. Then it dawned on me what kind of game ai might try to use this system for once I get the hang of it. :)

One player takes control of a government agent dropped into the walled penitentury that was once the City of Detroit. He or She is sent to stop a gang plot. Given the odds they are tasked with recruiting a team of agents with the offer of a full pardon (the other PCs.) much betrayal ensues and they have to Escape From Detroit!

I am still working out the specifics but essentially it workd out this way.

All Character attributes start at 1

There are five categories of character traits to choose priorities for, assiging a rating of A-E

Race: E=Human, normal human traits, D=Beastman, slightly better skills and a bonus to either Agi or Bra, C= Dwarf or Goliath, more physical bonuses and Goliaths resist magic, B= Light or Dark Elf, Light Elves gain lots of social bonuses and Dark Elves have lots of martial arts and combat bonuses, A= Elemental, Natural magic abiity and lots of magic bonuses, also required to make Force a D or higher priority.

Ability: E=100 points, D=175, C=225, B=300, A=350 (These points can only be spent on Attributes and remainders are lost)

Training: E=0xp, D=15xp, C=30xp, B=45xp, A=60xp (These are used to purchase skills and talents in addition to those gained from career and specialization)

Force: E=no magic ability cannot be gained later), D=Talented, can purchase force abilities but they don't start with any, C=Gifted, Start with 1 force rating and a single element purchased, B=Adept Start with 1 force rating and an element purchased plus 10 xp towards abilities, A=Magus, start with 1 force rating and two elements, plus 25 xp towards abilities

Resources: E=300 credits, no contacts, D=600 credits 2 contact points, C=900 credits and 4 contact points, B=1500 credits and 8 contact points, A= 2500 credits and 12 contact points. (Contacts are purchased with two ratings Influence/Loyalty and none can be pruchased with a loyalty higher than 3)

I've been experimenting with it, but it is still in an early form. Let me know what you think.

Forgot to mention, racial bonuses to attributes are added after purchased attribue points, but cannon raise an attribute over 5.

My girlfriend is going to be running a custom setting campaign that she and her friends made up. It is an interesting blend of science fiction and fantasy, and they intend to jump between different predetermined universes, like Mass Effect, Narnia, etc. She's going to be using this system because of its narrative focus, and because it doesn't involve that many numbers (she suffers from dyscalculia). It is, in essence, the perfect system for her. The symbols instead of numbers is really going to help her out, I think, and she'll actually be able to more effectively DM now because of it!

I'm thinking of a game set in the tail end of the Clone Wars set a month or so after Order 66 so have the game start on a world beset by war and the PCs have to find their own way offworld.

Ideally looking to develop this as a long campaign hoping it lasts long enough to reach the original movies if I'm very lucky!