Ran the beginner box on Sunday...

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

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

I'm a role playing game noobie. What is the "yes but" rule?

Edited by PrettyHaley

I'm a role playing game noobie. What is the "yes but" rule?

It's just a good rule for DMs and GMs to follow and it states that it's always better to say "yes" or "yes, but" when your players want to do something rather than "no, can't do that."

Can I steal the stormtroopers E-11 blaster?

Sure, you can try, BUT it's attached to his belt and you'll have to upgrade a difficulty die, and there is another trooper close by, he might see you, so throw in a black setback die.

In that example I've made it difficult, but not impossible. So if he succeeds he feels heroic and ballsy. If he fails, well, you have to pay the price, maybe a fight, maybe arrested, maybe flee. But it's all better than saying "no" and shutting your player down.

I use the same rule when I DM in D&D and Pathfinder.

Yeah, you should always try to avoid just flatly telling a player "No, you can't do that". It can be difficult to do when you aren't prepared "I want to leave Mos Shuuta and explore Tatoonie", but as you build up resources (you save all your previous encounters that you can reskin later right) it gets easier. Just make sure the players understand the risks involved in doing what they want and try to be consistent.

I guess that's what my gm does. I don't recall getting a flat no... And, seeing as he's my dad, I can tell you that he knows how to tell me no...

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.

My son's character failed to sneak into the command center, but got 5 advantages. So he said he knew the administrator, in fact they'd just broken up from a relationship, but in a friendly way, and she still had feelings for him. She helped him "for old time's sake". That's the kind of thing to expect with this system...the unexpected :)

As for combat-lite, that's one of the appeals of the game. It's not like D&D where you need a mixed group to handle everything, you could talk your way through the whole thing. It doesn't mean you didn't role dice or take strain or have in-game tension though...

My son's character failed to sneak into the command center, but got 5 advantages. So he said he knew the administrator, in fact they'd just broken up from a relationship, but in a friendly way, and she still had feelings for him. She helped him "for old time's sake". That's the kind of thing to expect with this system...the unexpected :)

This might be the best use of Advantage I've ever heard.

My son's character failed to sneak into the command center, but got 5 advantages. So he said he knew the administrator, in fact they'd just broken up from a relationship, but in a friendly way, and she still had feelings for him. She helped him "for old time's sake". That's the kind of thing to expect with this system...the unexpected :)

This might be the best use of Advantage I've ever heard.

I liked it as well. Who needs to sneak in when you're on good terms with her? Thanks for sharing whafrog, and I'm glad you all enjoyed yourself!

The funny thing is, somebody on this board beat my son to it, I'd read about it before I ran the session. I didn't say anything to him though, he arrived at the same conclusion. Then I had to explain why I thought it was so funny :)

One of my players in the opening sequence spent a destiny to have a mop bucket by the entrance to the cantina, he then ripped out some power cables setting up a trap...

with a good roll he turned the gamorean guard into roasted pork...

One of my players in the opening sequence spent a destiny to have a mop bucket by the entrance to the cantina, he then ripped out some power cables setting up a trap...

with a good roll he turned the gamorean guard into roasted pork...

Oh that's creative. BBQ anyone?

I'm still wondering how him ramming them might work, but otherwise sounds like you all had equally diverse experiences!

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.

Just brainstorming here, but if somebody wanted to ram a TIE with their own ship, I'd say "yes, but..." the damage would be in both directions. I guess the idea is that if you're desperate, the Fang can probably handle crushing a couple of TIEs, but you won't get out unscathed.

Make opposed piloting rolls (make sure to include the Handling of the ships and Defense ratings). If the player succeeds, he does the Fang's Silhouette damage + successes - TIE's Armour; but the Fang also takes the TIE's Silhouette + successes - Fang's Armour. If he fails, the TIE is unscathed. If the player hits and gets 3 Advantages or Triumph he can trigger a Crib, but if he gets 3 Threats or Despair he receives a Crit.

Just a thought...