2 sessions in and everyone's loving it

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

The dice are a huge hit. Everybody suddenly cares about everyone's rolls. We're still getting the hang of how to interpret threats on successes and advantages on failures, but it's not stopping us from having a real good time - we just need more hours rolling dice :). There is a tremendous amount of Star Wars goodness in rolling a handful of dice and hoping for a triumph. We're hooked. :) I love to turn of a light side point to upgrade their difficulty, because it adds drama (don't roll the despair) and it gives the players a light side point to use later when I know things will be really tense.

As to the story, what I'm really enjoying is that the PCs are broke, no ship, down on their luck (they lost their last credits in a Sabacc tournament), stuck on a desert planet in the outer rim trying to make deals to get them into the badlands, where there is a half sunken ship which hopefully still works... it's a great humble origin story, where they are working hard and working together to achieve their common goal: get that ship before anyone else. Every small win is a tremendous step toward victory. Their opponents have been a little tougher than they have been, to simulate their inexperience and this has led to them respecting the dangers of the city. I can imagine 20 sessions from now, they'll be badass with multiple ranks in a whole range of skills and all the equipment and weapons they could possible need, and my hope is that they'll look back on this time with fondness in what they went through to get their ship and how valuable it is to them. Although that's all narrative and could arguably be achieved in any system, the dice dictate the flow and ebb of the story, which makes them feel like they've really earned it... as opposed to me just rewarding them after enough hardships.

Yesterday in the game, the old Trade Federation built barter droid in the party rolled 2 triumphs and 4 successes on a negotiation to hire the pack animals required to trek into the desert. This normally would've cost 5000 credits (remember they have less than 100 credits between them), but the droid managed to convince the tradesman to hire his animals free of charge on promise of delivery of 50 tonnes of Tangean Grass Root before the next breeding cycle. The player went on at length about the nutritive powers of the grass and how his pack animals would benefit from its rich composition. By the end of it, the tradesman felt he had made the better deal and the players got the pack animals they need. As written in the adventure, had the players actually won the Sabacc tournament (and it was only a bad beat right at the final hand that caused them to lose), they would've had the necessary finances to arrange their trip. By losing they've made their lives harder, but perhaps more interesting. That wouldn't have happened without the narrative dice.

Just want to say thanks to this community for providing insights and rules clarifications, and to FFG for producing a stellar game.

Edited by torquemadaza

Sounds awesome. What adventure are you running? If its your own, care to post it for the rest of us?

Thanks for your sheets I really like, and use, the basic and adversary ones.

Edited by archon007

I'm writing up the adventure into something digestible by other gms. My notes are usually all over the place and this is my first attempt to try and organise my adventure into something others can (and hopefully) would want to read. It'll be complete sometime in October (GTA V willing ;) ), when my PCs have finished it. I've got the outline, but things are changing as they make their way through the adventure. For instance Adom Cruz introduced himself right after the Sabacc game and has become the bounty hunter PC's first acquisition. He also conned the players into paying for a 7 star hotel suite, under the name of another PC. These little details that crop up during and (more readily) between sessions which add depth to any game are great, and if possible I'd like to add as ideas for other GMs.

That said, you can see this is the start I've made. I intend to describe each of the encounter blocks as outlined in the adventure flow plan, and if interestingly different the alternative the players insisted to follow instead. It'll also include stats for new creatures and NPCs, which for now I've got in pencilled in my notebook.

I've made an

I've used an old WEG sourcebook on Socorro as source for the location, culture and animals. It's called the Black Sands of Socorro. I recommend getting a copy to run in conjunction with what I'm writing.

A drawing of the Last Chance Cube.

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Edited by torquemadaza

What program did you use for the crawl? I use windows movie maker but can't find a way to do the justify n the scrolling text.

I used adobe after effects. went to youtube and followed some tuts.

Good to hear there are other groups out there as bad off as my group!

We are very much in the same boat as your group of "heroes". We currently have no ship, and have been doing delivery / fix it jobs for a gentleman who works for the company that terraformed the planet we are on. The Company has gone and will go to great lengths to keep this terraformed system from the Empires knowledge. We made our biggest haul yet after our last job. We "secured" a repulsor lift cargo truck from some raiders who were trying to make life difficult for us. Upon our return with it, Papi, as he likes to be called, wanted to keep the truck for himself. After some "negotiation" he agreed to let us keep it.

Our next job is going to be to clear up a "cattle" rustling situation between two towns. It will be fun I assure you. :P

Anyway, as a player in a group that is looking for our campaign to run the course of all three books and then some, we wanted to start at the bottom of the barrel. Every little thing we find or gain has meaning. Heck, we found a frag grenade the other day and it was like frigging Christmas. It got used the next session to soften up a sniper, but dang it was awesome!

Edited by Dex Vulen

Hahaha, thanks for sharing Dex. :)

Each player maxed out their obligation, so it started at 90. Then one Hutt later and now it's 95 and session 2. :o None of them used their starting obligations for credits, so they really just started with the basic equipment. Two of them didn't even take weapons, hoping to take them off their first enemies - which actually worked out.

The players know that they were 1 success away from winning 20,000 credits (much of it would be needed to get to where they needed to go later in the adventure). Two players made it to the final hand of the tournament. One player got a single success but the other player scored 4 successes, however it was an opposed roll and their last opponent, a diminutive Defel inveterate gambler threw 5 successes. So, all the financial hurdles they face reminds them how close they were to winning. (One of the players actually suggested the last additional roll, while I was happy for it to be 1 big 6 way opposed roll as we had rolled a lot of dice to get to the final table, he felt that it shouldn't all be over in s ingle die roll. The other players agreed and so we broke it into two rolls. Had they gone with my first suggestion, they'd have won as they rolled multiple triumphs on that first roll. Instead, what is remembered is that one of the players thought to improve the odds for the group and in so doing cost them 20,000 credits. It came up in the recap at the beginning of last session by the other players. haha)

Credits (and the lack there of) are a great driving force for both the GM and the players. By the time they get the deed to their ship, and pay for a myriad of repairs and replacement parts, each time they risk it they'll fit it more than if they just got it along with their equipment at the start of the game.

Edited by torquemadaza

Torquemadaza looking at your work, you are way too artistically talented not to being paid for your work. If you are not working in some kind of art, design, etc industry follow your passion. It's some of the most amazing stuff, even the little sketch is assume.

Thanks Archon, that's very kind of you to say. Yep, you got it perfectly right... I'm a graphic designer, been that my whole adult life and now I run my own small design agency specialising in user interface and user experience design. If you ever played Dark Heresy or Rogue Trader and visited those boards you might've seen some of my other character photoshop mashups here and here.

We played our third session last night, and the party went completely off the rails... murdering 8 jawan traders, taking one hostage and stealing their planetary shuttle. I gave them 5 bounty because someone cares about: a) the jawas (the other jawan traders on the mothership in orbit), b) all the stuff the jawas had (think a shuttle overladen with all types of spare vehicle and droid parts), c) a witness who made the introduction who got away who is peeved cos his deal didn't go through. So while the players have solved an important problem: planetary transport; i think they've just leapt out of the frying pan into the fire.

To the players credit, they didn't mean to. It all went wrong when a player picked up the lead jawa and thrust his blaster into his face. He then tried to threaten him to comply to the groups commands. His coercion check failed badly with a despair. The player's a bounty hunter, so I reasoned his blaster must have a hair trigger, combined with the player showing real emotion in his anger with the leader, and knowing that this trade was important to the group in another manner (which they had failed on previous rolls to resolve or think of alternatives to the deadlock in negotiations)... the blaster went off, instantly ejecting a hot spray of atomised purple brain and killing the jawa. The other jawas were killed by an incredibly accurate smuggler with a heavy blaster. sigh. it was our "pulp fiction" moment.

The droid player almost died twice: falling out of a glider at a great height, but managed to activate a repulsor lift engine his wookiee mechanic had cobbled together prior the fall, saving him (just) and then he got blasted by a mounted autoblaster on the jawan shuttle. (that conversion rule took me a heap of time to find, so I just made a call, which wasn't as deadly but close enough). Good times.

We had a guest player who arrived knowing nothing about EotE's mechanics, never having played any rpg before, and he had a total blast. He saved the day in a couple of spots, and will return next week, and may even in time join our regular group, which is grand. He caught on real quick, and as I've done this before (brought curious players to the table to play) in a variety of systems, I have to say that this system is really "non-confrontational" to the newbie.

Good times!