Starting with a ship

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

I don't see the ship as an overpowered magic item, but a base, a shared resource that ties the players together, and a means to getting them from A to B. Yes, there are other ways to do that, but a ship is the simplest way, so that's the default.

Depends on what the players want. A player who wants epic heroic adventure isn't going to be satisfied with hunting rats in the sewers for coppers.

The one player in my group who doesn't play EoE feels that it goes against the strengths of Star Wars. SW is big and epic, and EoE makes you think small, and mundane. I don't agree with him, but I see where he's coming from. My players want to be Big **** Heroes, the Grey Mousers and Han Solos of the fringe, so that's what we play. YMMV.

Yeah I been thinking about this a lot...my opinion has been too narrow. There is room for epic and not everything has to be this grind from nothing.

Edited by Yivrael

I`ve hummed an' hawed over this one for a long time before I even picked up Edge. Every time I ran a game from barebones, characters working their way up to something it seemed scripted and contrite once they actually got to where they were suppose to be. Or even worse they suffered setback after setback and could never make it to where they were suppose to be and the plans for an epic campaign dwindled under their lack of resources. Plus it made them hoard happy.

On the other hand just giving players what they 'should' have to start without any quid-pro-quo seemed to overpower them especially if you have power players like I do. That's why I enjoy the Obligation system, sure the players have a starting ship but not only is it an expense, the players certainly owe someone something for it.

If i was not starting them with a ship I would certainly not expect them to have as high of an obligation as a party that did. Maybe 5 each unless they volunteer to take more.

Certainly a neat idea for the start of a campaign, makes them appreciate the ship more but can put a limit on the scope of the vast starwars universe you have to work with. I would never run it without discussing it with players before hand. Wouldn`t want someone to make an ace pilot when we won`t have a ship or good speeder for atleast the forseeable future.

In my group, we got to steal the pre-defined starship as part of a heist in the first session.

In my group, we got to steal the pre-defined starship as part of a heist in the first session.

This is essentially what I'm doing as well. The players are part of a prison break and need to hijack one of the ships in the repair bay to escape.

page 384 offers some ideas when it comes to ship theft.

page 384 offers some ideas when it comes to ship theft.

I'm going to have to check that out, I must have missed it. Thanks for the info!!

The whole concept of being cheap with credits to start and just giving a 6 figure ship to players is silly I think. It also completely ignores a great hook for a group. Making what they start with the first session. Love the idea of starting them in jail and the prison break is the first game.

In my group, we got to steal the pre-defined starship as part of a heist in the first session.

This is essentially what I'm doing as well. The players are part of a prison break and need to hijack one of the ships in the repair bay to escape.
Assassin's Creed IV: Black Flag Edited by Chortles

I'm reading The Hutt Gambit again and thinking about Han's early years as a smuggler. He worked so hard and saved for a while just to be able to lease a junker from Lando. I know the core rulebook says a party gets a ship as part of their obligation, but I am thinking about a more challenging start up. I think starting with a 100k plus resource and then shopping for a backpack seems like a stretch. Anyone else ever think about this or not a huge deal?

My team starts with the ship bought from the Hutt. But ups, the ship broke down on the first mission (intro) and the ship is there, just bury somewhere in the desert of Tatooine....they dont even know where exactly. They have to repay the debt to the guy who saved, find the ship and ups, there is also an angry Hutt.

Edited by NicoDavout

page 384 offers some ideas when it comes to ship theft.

I'm going to have to check that out, I must have missed it. Thanks for the info!!

You are welcome!