Tell me about STAR WARS: EDGE OF EMPIRE

One thing to bear in mind for EotE is that the players can't really just sit back and let the GM alone interpret the dice results. In fact, it honestly seems that Jay Little and the EotE design team are expecting players and GMs to work together to turn the results on the dice into part of an interesting story. It's the same pitfall that you'll find in other RPGs, where the player simply rolls a die and relies upon the GM to describe what happens.

As for EotE, I love it. While it hasn't totally displaced Saga Edition as my favorite Star Wars RPG of all time, it's coming very close to doing so. I haven't gotten to play as much EotE as I might have liked, but when I have it's been a blast. I was skeptical about the "special narrative dice" at first, until I actually got a chance to sit down and play the game, which was the point that everything clicked for me. The fact that something interesting is going to happen on almost every roll and that combat moves very quickly goes a long way towards keeping players interested, as you don't have the long stretches between turns that occur with most d20 systems, even with larger groups. And most folks that I've played or run this system for have picked up on the dice pools and the meanings of the symbols rather quickly; usually by the 5th roll, most players can assemble their dice pools and figure out the net results without prompting (the only exception I've encountered was due to the player being very apathetic, to the tune of "I've got all the D6 books, why do I care about anything else?").

Character creation is fairly simple, and players have a lot of control over how their characters evolve, much like the D6 system, though the usage of careers/specializations and talents keeps it from being totally free-form. Said talents to provide a lot of neat ways for a character to differentiate themselves from the rest of the party even apart from ability scores and skill ranks.

That's not to say EotE isn't without its problems. Aside from the player buy-in regarding helping to interpret the dice results, there is the simple fact that it's not a "complete" system. From all indications, the rules for Force-users we saw in the Beta are what we're going to get in the final version, which means no actual Jedi; makes perfect sense for the default era of play (Rebellion Era), but it's troublesome for a GM that wants to run a Star Wars campaign in an era where Jedi aren't in exile or hiding, such as New Jedi Order, Prequel/Clone Wars, and KOTOR eras. There's at least a couple fan-attempts to create a Jedi career (the most recent offering by DarthGM is the best I've seen to date) and flesh such things out, but they carry with them the issues that come with any fan-created material. FFG does plan to cover Jedi and other dedicated Force-users in a later book, but said book is slated for 2015, so it's going to be a couple years.

Another "missing" element is that starship combats in EotE are fairly limited, the rules being built more upon the idea that the party will be clustered into a single freighter rather than flying their own snubfighters or commanding capital ships. Combat in general is more on the "skirmish" side of thing than big tactical combats, such as the Battle of Hoth or the Battle of Theed (namely, the Gungans vs. Trade Federation army portion). There's a lot of hope amidst the FFG forumites that "Age of Rebellion" in 2014 will address these aspects of Star Wars.

For some, not having an "all-in-one" RPG book (especially given the $60 price tag) is a deal-breaker. For others, that FFG is doing a "return to basics" that draws parallels to the early days of WEG's Star Wars system (the players are a group of rag-tag spacers trying to survive in the Empire) only sweetens the deal, particularly if one has gotten tired of the over-emphasis on Jedi and their ilk in the recent EU and Clone Wars series.

Some folks have complained that the focus of Edge of the Empire is that the players are criminals and scoundrels, and while that's true, you as the GM aren't forced to run your games that way. It'd be very easy to have a party of EotE PCs being a 'mission ops' group working for the fledgling Rebel Alliance, taking on a variety of risky missions in the name of toppling the Empire.
 

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This sounds like a very interesting and fun system, I can't wait to try it! :)
As long as you come into it with an open mind, particularly about the specialized dice, I think you'll really enjoy yourself.

Speaking of dice, for those not eager to shell out $15 for a set of dice, FFG does have a pretty nifty dice roller app available for iPod/iPad/iPhone and Android devices, and I believe the Kindle as well. It's $5 (pretty pricey for a dice app), but it also has dice for the X-Wing minis game and regular dice, plus a number of Star Wars based bells & whistles (sound effects and backgrounds) as well as also totaling up the number of each symbol rolled. Something that's nice for folks new to the system, though it doesn't cancel out success/failure or advantage/threat for you, but I feel that's pretty minor.
 

Being based on the WFRP 3E idea I am sure I would like it, I have heard it is cut down in fiddly-ness compared to Warhammer. That is a good thing as WHFRP is just a little fiddly for me.
 

Morrus

Well, that was fun
Staff member
That dice system sounds interesting. I've become more interested in player driven narrative over the years (no idea why!) and the idea of the players narrating the good and the GM narrating the bad is an elegant way to approach it.

And I like my Jedi rare, so that's just fine, too!

As an aside - how useful would it be for for running a home brewed scifi universe, rather than the Star Wars one? (Not that I want to particularly; just curious).
 

CAFRedblade

Explorer
That dice system sounds interesting. I've become more interested in player driven narrative over the years (no idea why!) and the idea of the players narrating the good and the GM narrating the bad is an elegant way to approach it.

And I like my Jedi rare, so that's just fine, too!

As an aside - how useful would it be for for running a home brewed scifi universe, rather than the Star Wars one? (Not that I want to particularly; just curious).

You could probably file off the serial numbers and drop Jedi/Force (what little there is in Edge of the Empire). Since it's so player/DM driven, you could probably swap out the tech levels to higher or lower with a little bit of work. You might even swap the Force Sensitive over to a Destiny/Luck mechanic for an alternate system, leaving out full Jedi/Sith types.
 

jrowland

First Post
It's based on Warhammer Fantasy Roleplay 3rd Edition. Its a little more rules light than WFRP. WFRP has a lot of "fiddly bits", literal game pieces, in the core game, but they've releases more standard books since then. =You don't need the 'bits'.

The Dice MAKE the game. Its worth checking out. You can get the beginner box pretty cheap for SW-EoE to check out.
 

I am ambivalent about the dice system, although I like the mobile app. However, I am less fussed than I ultimately became about the same system being used in WFRP 3.0 because essentially they didn't have to remove one perfectly good system (WFRP 2.0) in order to make way for it. Star Wars is primarily an IP that has been translated into every 'cinematic' system under the sun at one point or other, so having another one is no biggie for me - as long as it works!

Moreover, the real selling point is the setting. I was pleased to see them set the game in the original trilogy era, and to focus on low-lives eeking out a living. It is so much more in the ('western in space' )spirit of the the Star Wars I grew up with - without all the ubiquitous power-fantasy Jedi.

I think the real question for me is how well the setting is written and detailed? Does the book put too much emphasis on technical gaming language, or does it provide some real insight into the setting fluff?
 

hopeless

Adventurer
Moreover, the real selling point is the setting. I was pleased to see them set the game in the original trilogy era, and to focus on low-lives eeking out a living. It is so much more in the ('western in space' )spirit of the the Star Wars I grew up with - without all the ubiquitous power-fantasy Jedi.

I think the real question for me is how well the setting is written and detailed? Does the book put too much emphasis on technical gaming language, or does it provide some real insight into the setting fluff?

Have you listened to the order 66 podcast?

They have a fragments of the edge and a new variation of that series you'll find very interesting if its fluff you're looking for.

The one about lightsabers is especially good!
 


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