First Combat Roll ever for us and...

By Split Light, in Star Wars: Edge of the Empire RPG

We had our first game last night, and I just had to comment. The first combat roll ever for us. We had a couple non-combat PC's (a politico and a slicer) get mugged by some minion thugs. Neither had any combat skills, and they had only 1 holdout blaster between them.

They elect to try and bullrush past the badguys and run away. The player rolled a Triumph and a Despair, and failed the roll.

The Thug leapt at her, managed to catch her belt loop bringing them both to the ground, and pantsing the heroine, leaving her garments around her ankles. Luckily she fell at the feet of our best combat PC, who had yet to be introduced to the game, who stepped in with her Vibrosword and laid waste to the gan.

Made a great way to get the PC's together.

This is why I love FFG's narrative system. It encourages imagination like this to create scenes that will be memorable during the drive home.

Kinda odd to me that the narrative was that the girls pants were pulled off...

It was done in a comical manner, not naughty. Boxers with little hearts and all that.

No dirty minds :)

Edited by Split Light

Had something similar happen when I ran Shadows of a Black Sun on free RPG day. The PCs had just managed regain control of the speeder. They attempt to lose their pursuers by turning on the left blinker and turn right. 2 difficulty 1 Challenge and a Setback vs. The players piloting skill. The result was 3 uncanceled successes and 1 Triumph. The Swoop Gang of 6 Black Sun Thugs turned left while the PCs made a clean getaway.

That's such good narrative that even I could see it all unfold. Shows how solid the game mechanic is.

While that was an awesome opening, I think my favorite was the night before, during a Test Run night where we were playing The Beginnier Set open hand.

In the opening bar fight with the gamorreans, one player (a non-fighter type) threw a bottle at one gamorrean, rolled a bunch of advantage and soaked him with booze. The player with a sword engaged with the brandy soaked gamorrean also got some good Advantages and pushed him into a booth. . . with a candle on the table, setting him on fire (right next to the third player who had rolled some threat - and you dont get more threatening than a burning, screaming dieing gamorrean landing on you!)

While that was an awesome opening, I think my favorite was the night before, during a Test Run night where we were playing The Beginnier Set open hand.

In the opening bar fight with the gamorreans, one player (a non-fighter type) threw a bottle at one gamorrean, rolled a bunch of advantage and soaked him with booze. The player with a sword engaged with the brandy soaked gamorrean also got some good Advantages and pushed him into a booth. . . with a candle on the table, setting him on fire (right next to the third player who had rolled some threat - and you dont get more threatening than a burning, screaming dieing gamorrean landing on you!)

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Man, I need to get more practice with narration. That sounds hilarious.

We've done one game so far and most of it was very d&d like, "Okay, you hit, and do x damage. You rolled x advantage, so give a boost die to the next player", etc. Hardly any of it was narrated out like that.

We've done one game so far and most of it was very d&d like, "Okay, you hit, and do x damage. You rolled x advantage, so give a boost die to the next player", etc. Hardly any of it was narrated out like that.

To be fair, we still do that a lot of that too - mostly an artifact of still getting up to speed on the game. Once we get better at understanding the engine, the cool creative narration will come.

There are also still times where you really don't need that much extra narration. You just want to do the skill check and get on with the plot.

There are also still times where you really don't need that much extra narration. You just want to do the skill check and get on with the plot.

When we just want to go quick, we'll just do something simple like, "all the blaster fire whizzing over your head gives you 1 strain", or "you're using surpressing fire against the enemy, so pass a boost die to the next player".

Man, I need to get more practice with narration. That sounds hilarious.

We've done one game so far and most of it was very d&d like, "Okay, you hit, and do x damage. You rolled x advantage, so give a boost die to the next player", etc. Hardly any of it was narrated out like that.

As with everything, it comes with practice.

Our group finished the intro adventure in the back of the corebook on Saturday. They did very well and had all of the advantages, got the bonus loot available. During the corse of the game, R4 (renamed Ravager) decided to team with the party long term, as he doesn't have much else better to do, so I let the "pilot" in the group keep him as a non combat NPC (that he controls, but i level) for 5 obligation. After the final fight, our twilek dancing girl *** marauder remembers that one of the guards went down with a stun grenade. After reviving him, the player decides to rehab him from his piratical ways.

So I said sure work with him, for an aditional 5 Ob, we'll see where it takes you.

The final blow with the pirate the PC's are chasing went thus:

The fringer pilot decided to suicide charge the pirate with a stun grenade. success! The Pirate takes some stun, bringing his ST down to like 2.

The Pirate responds by vibroaxing the fringer in the face. PC down for the count.

The Bothan assassin hit the Pirate captain with some nuero paralytic, but the pirate captain makes his roll and resists.

The Human Bodyguard gets off a good set of shots, but (despair) his light repeater runs out of ammo.

Next round

The BG decides to drop his repeater and go for his pistol, shoots and misses.

The Pirate closes in and swings, but despairs and looses 1 strain and falls prone.

The bothan shoots: 0 successes, 0 advantage, 0 threat, net 1Triumph, 1Despair. Fortunately, his weapon was on stun, as they wanted the higher bounty. So how to resolve the quandry?

The shot flys wide, into his bodyguard ally, knocking him unconcious. He falls on top of the pirate, who gets a Resist check (the BG is like Enc 12) which he fails, taking 1 strain and passing out.

End of combat.

What a lovely way to end the day?

Well, the second round of playing was last night - I think my biggest problem I'm having (one that will sort itself out in time) is balance. How many thugs to throw at the players to make it an interesting fight and how many will cause the fight to be a curb-stomping. The fight with the bounty hunters from Long Arm of the Hutt was just a touch overpowered in favor of the bad guys. The players still came out on top - but it was a very close thing (and the game even seems to admit it by having the Dues Ex Machina ready to swoop in and save the players waiting in the wings).

That aside - plus more familiarity with the dice - I think everything is progressing smoothly. We need to have a starfighter battle/chase here sometime soon to try that aspect out, but otherwise we're coming along.

Have to say, the OP's post is probably one of the more whimsical introduction scenarios that I've read in quite some time.