Hello, new here

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

I just picked up the new core rulebook and Im sold. Found this online community and thought to join to expand my knowledge base of the game. Last time I played SW was when it was published by West End.

So besides the core rule book and dice, what else should I pick up if I plan on running this? What are these card decks I hear about?

some friends!

Welcome to the game! :D

Take a peek at all of the fan work done in the sticky topic at the top of the forum. There is a lot of good stuff there to help. If you plan to GM, get OggDude's character generator. It has excellent GM tools bundled as well.

As to official stuff. Have at least two sets of dice. The GM screen is great, I use it every session face down to save some rules diving. Enter the Unknown has great stuff as well as Suns of Fortune. I would skip Beyond the Rim for now unless you want a long pre-done adventure. The two pre-made adventures in the Core and GM screen are great for getting players up to speed with the system.

Edit - The cards are liked by some and considered a gimmick by others. They don't have any new information on them.

Edited by FangGrip

What are these card decks I hear about?

They're called "Specialization Decks" and they are cards that contain information on the talents for each specialization. For example, if you bought the Force Sensitive Exile specialization deck, it would have a card for every talent in the FSE talent tree.

Edit: It's a handy way to reference your talents without flipping to the page in the book every time you need to look up a talent. Some people are going to find them more useful than others.

The art on them is beautiful, and some of it is new stuff that hasn't been printed in the books yet. Your opinion may vary.

If you're interested, you can buy them (and other Star Wars RPG products) here (some are discounted right now) or directly from FFG.

I would highly recommend the GM screen as well.

Edited by Yoshiyahu

I just picked up the new core rulebook and Im sold. Found this online community and thought to join to expand my knowledge base of the game. Last time I played SW was when it was published by West End.

So besides the core rule book and dice, what else should I pick up if I plan on running this? What are these card decks I hear about?

I'm shocked that nobody has mentioned this yet: to get into the game - go pick yourself up a copy of the Beginners Boxed set. Comes with some maps, some character chits, a set of dice and a stripped down version of the rules plus a game that's kind of rail-roady, but a perfect tutorial. It holds your hand, gives you all the concepts you need to know in small, bite sized segments and is a good jumping on point to the real game.

I just picked up the new core rulebook and Im sold. Found this online community and thought to join to expand my knowledge base of the game. Last time I played SW was when it was published by West End.

So besides the core rule book and dice, what else should I pick up if I plan on running this? What are these card decks I hear about?

I'm shocked that nobody has mentioned this yet: to get into the game - go pick yourself up a copy of the Beginners Boxed set. Comes with some maps, some character chits, a set of dice and a stripped down version of the rules plus a game that's kind of rail-roady, but a perfect tutorial. It holds your hand, gives you all the concepts you need to know in small, bite sized segments and is a good jumping on point to the real game.

While I would agree for new players, anyone who has played the old WEG game should be fine with the Core Rules. Unless you love maps and tokens, I would stick with the Core Rules.

Now see, here I'll disagree. I'm a long time WEG player - as in it was my RPG poison of choice for decades until FFG turned my head last year - and there were a couple of game mechanics that I just couldn't get my brain around until I saw them laid out step for step in the beginners set. I would have eventually figured out what I was reading, but why reinvent the wheel when someone has done it for you?

Besides - even if you throw the canned game out, you get some nice maps and some other useful goodies for just slightly more than a set of bog standard dice. That makes it a win in my book.

Edited by Desslok

Now see, here I'll disagree. I'm a long time WEG player - as in it was my RPG poison of choice for decades until FFG turned my head last year - and there were a couple of game mechanics that I just couldn't get my brain around until I saw them laid out step for step in the beginners set. I would have eventually figured out what I was reading, but why reinvent the wheel when someone has done it for you?

Besides - even if you throw the canned game out, you get some nice maps and some other useful goodies for just slightly more than a set of bog standard dice. That makes it a win in my book.

Which ones threw you for a loop? That way I know what to highlight and walk through with any new players.

Folks seem to like the Beginner Box. It's definately a simplified ruleset, but it does have an adventure in there that you could run just as well with standardly-generated player characters.

In other games, I'd typically say, "I don't need adventure books", but the ones that FFG is putting out is making me reconsider my stance. Not that coming up with adventures is super hard for me, it's just that FFG puts out cool adventures. On that note, we played through the Beyond the Rim book, we finished it in about 6 hours. All in all I'd say it wasn't a waste of money.

There's an adventure in the back of the Core Rulebook you might want to run as well, we actually haven't run that one yet, but it's there and it's accessable.

Oh, and it may be heretical, but I prefer the smart phone dice roller dice to physical SW EotE dice.

And finally, it's been said before in this thread, but we have gotten SO MUCH mileage out of the form-fillable .pdf character sheets, weapon sheets, and printable talent tree documents available on these boards (now if only I had Age of Rebellion talent Sheets done in the same style).

Edited by CrunchyDemon

Which ones threw you for a loop? That way I know what to highlight and walk through with any new players.

Let see, it's been a while - I think it was the minion rules and all the math involved. It seems patently simple now, with 7 months under my belt, but at the time the adding the minions threw me off. And then it was just the abstract nature of combat, especially the star-ship fights. WEG was pretty fast and loose, but FFG plays faster and looser by at least a factor of 2.

Once I got the beginner game to hold my hand, all that fell into place.

Which ones threw you for a loop? That way I know what to highlight and walk through with any new players.

Let see, it's been a while - I think it was the minion rules and all the math involved. It seems patently simple now, with 7 months under my belt, but at the time the adding the minions threw me off. And then it was just the abstract nature of combat, especially the star-ship fights. WEG was pretty fast and loose, but FFG plays faster and looser by at least a factor of 2.

Once I got the beginner game to hold my hand, all that fell into place.

Gotcha. That makes sense.

I'll disagree with Desslok, but only a little bit. The Vehicle/Space combat is different, but pretty good in the big picture. But I found it more worthwhile to just sit down one afternoon and say "I'm going to read the vehicle combat rules now, and I will make no assumptions or comparisons to anything else while I do so."

The Biginner Box space encounter is ok as far as the most basic of basic mechanics is concerned, but if you don't realize that going in it can give the impression that same combat is boring and lame. And it does trim the encounter to very bare bones, and ignores a lot of the details that help make the system work.

Welcome to the community, and the madness...

Welcome to the game! :D

Take a peek at all of the fan work done in the sticky topic at the top of the forum. There is a lot of good stuff there to help. If you plan to GM, get OggDude's character generator. It has excellent GM tools bundled as well.

As to official stuff. Have at least two sets of dice. The GM screen is great, I use it every session face down to save some rules diving. Enter the Unknown has great stuff as well as Suns of Fortune. I would skip Beyond the Rim for now unless you want a long pre-done adventure. The two pre-made adventures in the Core and GM screen are great for getting players up to speed with the system.

Edit - The cards are liked by some and considered a gimmick by others. They don't have any new information on them.

Hey everyone! Thanks for the welcoming replies.

Could someone provide me the link to this character generator?

Also, I dont think that EoE has rules for playing Jedi-type characters, but will Age of Rebellion or will a supplement be put out to cover lightsaber weilding baddassery??

The Biginner Box space encounter is ok as far as the most basic of basic mechanics is concerned, but if you don't realize that going in it can give the impression that same combat is boring and lame. And it does trim the encounter to very bare bones, and ignores a lot of the details that help make the system work.

I'll agree that the space encounter is pretty boring (and overpowered - the TIEs way outclass the 1300) - it would have been better served to show off vehicle combat by setting the chase through a Tatooine canyon or somewhere with obstacles and terrain. But as a primer to "this is how vehicles work", it wasn't bad.

Also, I dont think that EoE has rules for playing Jedi-type characters, but will Age of Rebellion or will a supplement be put out to cover lightsaber weilding baddassery??

The Jedi stuff is pretty much going to be in Force and Destiny. You can do a starter force user here, expand a little bit in AoR, but the full on lightsabery asswhupping goodness is still a months and months away (when we'll see the beta). Mind you, there are fan built supplements out there that are pretty well balanced, if you cant wait. But anything official? Not for a while.

Edited by Desslok

Also, I dont think that EoE has rules for playing Jedi-type characters, but will Age of Rebellion or will a supplement be put out to cover lightsaber weilding baddassery??

Rules for Jedi will be in Force & Destiny. The beta will, in all likelihood, be out this summer at GenCon, but the actual core rulebook is set to release next year. There is a single Force spec in both EotE (Force Sensitive Exile) and the upcoming Age of Rebellion core book (Force Sensitive Emergent) along with powers (Influence, Move, Sense in EotE and Enhance, Foresee, and Move in AoR). There are lightsaber stats but no official skill, just GM suggestions if you want to incorporate one.

There are some fan-based documents for Jedi stuff which you can use if you choose.

Welcome to the game! :D

Take a peek at all of the fan work done in the sticky topic at the top of the forum. There is a lot of good stuff there to help. If you plan to GM, get OggDude's character generator. It has excellent GM tools bundled as well.

As to official stuff. Have at least two sets of dice. The GM screen is great, I use it every session face down to save some rules diving. Enter the Unknown has great stuff as well as Suns of Fortune. I would skip Beyond the Rim for now unless you want a long pre-done adventure. The two pre-made adventures in the Core and GM screen are great for getting players up to speed with the system.

Edit - The cards are liked by some and considered a gimmick by others. They don't have any new information on them.

Hey everyone! Thanks for the welcoming replies.

Could someone provide me the link to this character generator?

Also, I dont think that EoE has rules for playing Jedi-type characters, but will Age of Rebellion or will a supplement be put out to cover lightsaber weilding baddassery??

As others have said, true Jedi will wait until Force & Destiny.

However, I and many others on here like that fact, as in many games Force users bring with them huge power creep. In EotE and AoR, the focus is on fringers and the Rebellion, and that makes every character career (read: class) shine and have a part, not just the telekinetic laser-sword warrior-monks.

Not to say that I don't like Jedi, as they are very iconic and can be a lot of fun. I just like the mechanical balance that comes without having full-fledged force users.

Welcome to the community. I'd recommend haviing the main book, a couple sets of dice, and the GM screen. It's the best screen of any game I've played. Very handy for keeping almost every chart you need on hand.

The cards are cute, but worthless in my opinion. They just have the talents for each specialization laid out for you. Easier to just write the descriptions on your character sheet, or a piece of paper.

They're not necessary by any stretch, but the other books are pretty good. If you find yourself liking the game after playing it a bit the scout book has some good stuff, as does the Corellia one. I'm looking forward to further class books.

OggDude's Character Generator & GM Tools Latest Version - http://bit.ly/15dSR5g

Edit - Oh yeah. Please read the FAQ on the Forum at the top as well. It may save you a lot of grief in asking a question that has been answered ad naseum.

Edited by FangGrip

Welcome to the madhouse! :blink:

Hey I resemble that remark!

Edited by mouthymerc

Welcome, enjoy, and I apologise in advance for any potential insults, hurt feelings and stuff of that nature.

Core book, GM screen and dice is all you need. If you want a different introductory adventure than the core book offers, there is the beginner game, with a downloadable second part, and of course under a black sun.

If you're going exploration style gaming, enter the unknown is cool, and beyond the rim is supposed to be a good premade story arc. And check out this for fan made resources and stuff.

Edited by Jegergryte

Welcome, enjoy, and I apologise in advance for any potential insults, hurt feelings and stuff of that nature.

Core book, GM screen and dice is all you need. If you want a different introductory adventure than the core book offers, there is the beginner game, with a downloadable second part, and of course under a black sun.

If you're going exploration style gaming, enter the unknown is cool, and beyond the rim is supposed to be a good premade story arc. And check out this for fan made resources and stuff.

Thanks Jegergryte, I bought the core book and beginner box set (for dice and stuff). Perusing at the moment and really, really liking this game. I downloaded the quickstarts and the character sheets, thanks for the links.

Incidentally, (unless Im missing finding this) is playing a cyborg (e.g. Lobot, Lando's assistant in Empire Strikes Back) a viable player character in Edge or is this something that will be released later (Jewel of Yavin)?

How could I build this type of character?