We played the beginner box on Sunday and had all 4 PCs. I used my Star Wars miniatures to great effect here (I knew I spent so much money on those things for a reason!).
After they got the hang of the dice, it was a bit different from what we were used to (Pathfinder), we quickly enjoyed the dice and the more narrative feeling of it.
A friend rolled a successful hit, but rolled 2 threats, so I told him, in your haste to get off a shot, you shoot off the corner of the bar, the piece you blast through vaporizes into noxious gas and gets in your eye a bit. While your blaster finds its mark and you drop the pig-faced guard, the burning vapors in your face cause you to have a harder time seeing -- take a black circumstance die next attack, or you can burn a manuever to clear your eyes and ignore the black die. They really liked the ebb and flow of the dice and the way the dice helped tell the story (and as the GM I appreciated the help!).
I bought an additional set of dice, so with the box, that was 2 sets. I found that one set was ALMOST goot enough, but the second set was nice for upgraded rolls. Also it was nice to have two sets at either side of the table, though we still did the whole "I need a green dice, where is it?" thing once or twice.
One of my players is an incredibly smart and crafty guy and is always doing stuff you don't expect. For instance he wanted to try to seduce the starport administrator. Uh... clearly the book doesn't have that in there, so I had to make it up on the fly. Also he wanted to try to ram the TIE with the Fang. Uh... GM fiat! So there were a couple instances where I had to pause for a second and I tried to follow the "Yes, but..." rule, though it got tricky at times.
As mentioned we ran into the confusion with the engineer spot on the ship. "It says I repair ONE. Do I repair one for every success or just one?" I ruled just one, but upon reading more on these forums it seems its supposed to be one per success? Thankfully it didn't end in their destruction. ![]()
We also had an inititive concern where it was the whole "if the PCs are expecting the fight, they roll vigilance, if not, roll against cool." One player's cool was better than his vigilance (Pash), and it didn't seem right punishing him for EXPECTING a fight, so I allowed him to roll against his cool. I was curious if the book talks more on this? I haven't had a chance to read the core yet.
When it was all done, they really enjoyed the game and liked the dice. They did comment how it seemed combat-lite, and I said that was because you guys avoided fighting the droids at the front of the starport, you seduced the administrator, avoiding her droids, and you went right to the spaceport and avoided the stormtroopers. *I* should have interjected and made them fight something, but I felt the book left the possibility for the players to skirt combat a bit too open.
As the beginners box is just that, for beginners and likely beginner GMs too. It would have been nice to have a bit more "forced" combat, at least in one of the droid scenes. The next time I run it I'll definitely make them hit at least one stormtrooper group, maybe guarding the starport.
Otherwise it was a lot of fun and they're bugging me for another adventure.
Edited by Jaenus