Okay, maybe that's too much but...
I had the pleasure of introducing this game to some casual gamers last night, and it was a rousing success. We all saw E4 when we were 14, so you can imagine how old we are. Nobody but me is really into SW, but obviously the basics are known to everyone...there are Hutts, and the Empire, and those ball-and-wing fighters, and Luke I am your father. So far so good.
One of my friends is a little more open than the others, and we'd already played through the beginner set up to the point of capturing the Krayt Fang. It was probably his enthusiasm that helped sell it to the others. I decided to start with them just taking off in the Krayt Fang with the TIEs bearing down: no decisions, just survival. A bit railroady, but "learning by doing" seemed better to me. In any case, these guys went from "what are these numbers for on my character sheet" to assembling their own dice pool and pondering a destiny point flip fluently in about 30 minutes. What they most enjoyed was everybody got to do something, everyone was interested in everyone else's results, but the best part was seeing it click when they realized they got to decide what happens with Triumphs and Advantages. When the mechanic got a net failure, yet a Triumph, when trying to repair the hull, and the player decided he'd "found a secret stash of something nestled between two hull plates", I knew they were hooked.
What I loved about this is how the stash became a plot device. They found Bura Ban in the ship and freed him. Later, when they discovered the stash was a small amount of spice, the Pash player decided to try and Charm Bura Ban to see if he knew anybody who could distribute it. (my only secret GM roll of the game...he didn't want any part of it, but did know someone) Net roll: Failure, but with both Triumph *and* Despair. So over the course of the trip to Ryloth Bura Ban warms up to the characters and slowly Pash zeroes in on who might be able to help, but then Bura Ban gets wise to what he's up to, and warns them there will be fatal consequences if they try to use that contact...if they figure out who it is. Oskara has a suspicion which if correct will get them a good price (Triumph), but their whole "sure, we'll repair your ship if you return me to Ryloth" alliance is in question (Despair).
Post game there was a lot of talk of how refreshing this system is, and there were a lot of unflattering comparisons made against other games. For these casual players who just want to jump in, it's perfect. No "opportunity attacks unless you make a certain kind of move", no waiting forever while somebody else rolls to hit, no "oh, it's space combat, I don't have anything to do". I've never seen a game get this kind of reaction. And the fact that it was SW wasn't even a negative for these non-fans. They even got into the difficulties of Bura Ban missing half his lekku, and the Kubaz preference for insectoid lifeforms.
EDIT: I missed a part, a concept which will seem alien to those who are into character development and advancement. These casual players don't really care about that, and it occurred to me that other than maybe some skill advancement here and there just to get a sense of progression, we could keep playing at the current level of skill and still have a rousing good time. The plots, descriptions, and shenanigans are what make it fun.
Okay, end fan rant...but the system greatly contributed to an enjoyable evening hosting, and I appreciate the favour.
Edited by whafrog