My gaming group is considering playing Edge of the Empire, partly due to my advocacy.
Out of our group, I am the most experienced with GMing, the one most familiar with the game, the one with the most free time to learn the system in and out and prepare for sessions, and perhaps most importantly, the one most familiar with Star Wars.
However, as it stands, I would prefer to play than to GM, partly because I have a character I'd really like to play.
How much room is there in Edge for creating PC-like NPCs?
The main thing I want to know though is what others have to say about their experiences as a GM of Edge of the Empire and what they've enjoyed about it. (and what makes GMing it different from other systems).
Rewards of GMing Edge
NPCs don't have to follow any specific generation rules, so making one following the Player character rules will be fine. When making adversaries though, the ones listed in the book is pretty comprehensive so in most cases you can use them as is or with minor adjustments to fit your need.
For gming, once your players really start to get how the dice system works its really fun to see what they come up with when they do things like fail triumphantly.
Kirdan - it's very easy to create cool NPC's on the fly using either the PC rules or by modifying some of the existing user-made NPC profiles (here's a great chart I've been using as a base for my NPC's: https://docs.google.com/file/d/0B16uAbqroeeiQi1RLWpWUVdqY3M/edit ).
My group has several long running NPC's, including a pirate captain who is working with the PC's and now a smuggler syndicate leader, who is a very Talon Karrde type. It should be no problem to insert your character in and out as needed.
I feel ya, bro.
I have gone through a similar issue as you: I own the only book from the group, I'm the overall decided best GM, and I REALLY wanted to play an idea I had for a fun character. However, I'd learned from past experience that GM PCs don't work our.
I've kind of come to a simple conclusion, and that it to have a PC in the group, but have him be fully at the player's service. My campaign involves the PCs beginning at a colony they work for, and eventually saving it. As a sort of 'reward,' the PCs find out that one of the colonists wants to come with them. He's coming to help them as a reward, but also to watch the PCs (they are being given leave to leave their secret colony when they want). He will do what they ask, but will stick by his morals and loyalty tote colonies. This means that he is basically a resource, but is alive enough to do what he thinks is right.
As for reasons to want to be GM, I think there's the same appeal as any RPG. The big difference is the narrative nature of the game, which I think works better than all of the structured games I've played. It's a game that has room to let you wing it.
Not to mention it's friggin Star Wars.
As for reasons to want to be GM, I think there's the same appeal as any RPG. The big difference is the narrative nature of the game, which I think works better than all of the structured games I've played. It's a game that has room to let you wing it.
I'll second that. The times I've enjoyed running it the most have been when the players are suggesting ways for me to use threat, adding to their own difficulties in an appropriately cinematic way. That is when this game just feels different from other ones.
-Nate
Just be careful your allied NPCs don't outshine the PCs. They're the main characters for a reason.
Just be careful your allied NPCs don't outshine the PCs. They're the main characters for a reason.
Yup. if you must have a GM "PC," heres what I'd do:
Create a niche that doesn't compete with another player.
Make that niche something that supports the rest of the group
Make that niche something that your group appreciates , but doesn't constantly rely on.
Make that niche something that doesn't necessitate a lot of equipment or resources, unless your character can generate those resources on his own. EotE player characters usually don't like sharing credits, and they will resent an NPC soaking up all their revenue.
Above all:
1) Don't be a jerk
2) Be friendly and compliant, but not subservient
3) Be capable and likable, but not moreso than other PCs, and only so far as your niche necessitates.
Keep in mind that as the GM, you get to play EVERY other character; you're not fettered by the rules the same way a PC is and your characters can know whatever you like.
Definitely keep them out of the spotlight and let the PCs shine - but there's nothing wrong with making an NPC on a character concept you'd like to play. That's a lot of the fun of being a GM.