Edge of the Empire & X-Wing Battles

By player1041360, in Star Wars: Edge of the Empire RPG

Has anyone run a game combining these two products? It was easy to do in the "old" days of West End Games Star Wars RPG & Star Warriors, but there isn't the same direct portability between the two Fantasy Flight products.

The main challenge is that while skills are critical in Edge of the Empire, they're rather more peripheral in the X-Wing miniatures game. (OK, the main challenge actually is that PCs aren't heroic rebel alliance X-wing pilots, but it'd be great for a PCs-in-YT1300 vs TIE patrol encounter)

Anyone?

I've considered using a larger piece of paper with a 'dartboard' motif on it. Put the PC's ship in the bullseye and put other ships in the other rings. The different rings are different range bands.

Probably not entirely what you are thinking of, but I find it makes space combat a bit more concrete.

Problems porting PCs over to X-Wing rules:

No direct skill correlation

No talent correlations

Extremely deadly for PCs. What happens when you get shot down in space vs. knocked out on the ground? Sure, there's the "get clear Wedge, you can't do any good back there!" thing, but you can only do that so many times before suspension of disbelief is...unsuspended. And then to top it all off, you're the jerk GM that arbitrarily decides whether his players live or die.

Other than that, both games are immensely fun.

I did this with my kids the first time they played both games., About 2 turns into the space battle it was easier to just go back to the eote rules and damage versus tryin to get them to figure out and use the x-wing rules. the miniatures were real fun after using the tokens for most of the game.I still try to incorporate x-wing when i can in eote/aor games.

I have not tried it yet, but I sort of imagined that maybe the players would be giving orders like a commander from a capital ship. They build the squads in their hangar and then direct the skirmish "the xwing game" from their ship.

The problems with it that I see are:

1) it makes the Pilot specialization pointless
2) it really limits what ships you can use
3) it requires learning a new set of rules

4) X-Wing is a 2 player game, and it would be difficult to get the whole party involved.

That being said, I love X-wing, and would like to see this tried sometime.

I have not tried it yet, but I sort of imagined that maybe the players would be giving orders like a commander from a capital ship. They build the squads in their hangar and then direct the skirmish "the xwing game" from their ship.

This could work, but probably not for a very big party. X-Wing being a 2-player game, I think most of the players would get pretty bored after a while.

I play X-Wing and all we use is the minis. The two, imo, are just not compatible. Would be pretty awesome, but I just don't see it working in all fairness.

I have not tried it yet, but I sort of imagined that maybe the players would be giving orders like a commander from a capital ship. They build the squads in their hangar and then direct the skirmish "the xwing game" from their ship.

This could work, but probably not for a very big party. X-Wing being a 2-player game, I think most of the players would get pretty bored after a while.

It does have rules for team play for more players, in effect you split the points among the team members and they control their flights.

I was thinking about doing this... I would have it be a freighter escaping some TIEs a la A New Hope style. I would be nice because It would introduce Xwing to my RPG players since only 2 of us have played it.

If I did it, I would tweak up some "Crew Cards" for the players... also use crappy non-named TIE pilots, and probably use way less points so the heroes could win... or have some other failure status (ship disabled in some way).

I would do this as a one session diversion, not as normal. I like to make up mini-games that use slightly deviated rules from the game every 2 or 3 sessions. Keeps things interesting.

I dont see the rules meshing for that. I understand that you want to spice things up but xwing doesnt have the emphasis on player abilities. Let us know how your games go:)

don't try to mesh the games. instead, have an X-wing game the outcome of which effects the rpg.

don't try to mesh the games. instead, have an X-wing game the outcome of which effects the rpg.

This would be an interesting experiment. Call your players up and suggest showing up early to play an x-wing game to shoot the breeze before the EotE game begins.

Throw out a scenario like rebels having to defend a transport ship against some imps. Without explicitly telling your players when the session begins, have the result of that game come through in that day's session. See if anyone catches it. That could be a fun thing to spring on them.