Tell me about STAR WARS: EDGE OF EMPIRE

shaylon

First Post
Doesn't the total party Obligation score provide some benefit as well? I feel like the score was tied to what you are likely to obtain from the black market and what people will deal with you, almost like a reputation boon.

Still reading the rules, and they aren't in front of me at the moment, but I was thinking it was something along those lines.
 

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Bagpuss

Legend
Yes I did mention it has a number of aspects, reputation is just another one. As I mentioned earlier it's 6 pages of player text and another 4 of GM text, so it is hard to cover everything in a few forum posts. The high obligation can be good in certain circles, indicating you are linked in with the criminal underworld and thus more likely to be trusted by them, but it can also be bad if say dealing with Imperial officials.
 

Agatheron

First Post
The player group also starts out with a starship that they don't have to pay for, which is also representative of the starting obligation. How they got that starship can certainly be wrapped up in one or more of the character's obligation. Base choices are the ubiquitous YT-1300, an uncomfortably small Firespray, or a Wayfarer medium transport. GMs have a certain amount of freedom to allow other craft, but the cost should be 120,000 or less.
 


JellyfishGames

First Post
It is nice to hear that the innovation EotE has brought to the table is elegant and effective. Such changes carry great risk, but they have clearly done their homework. You now have me interested!
 

Gamgee

First Post
Do to how I gm I found all of the "new" mechanics irrelevant. I've always been a master of weaving plots for the PC's in any Star Wars game. I don't need dice mechanics to tell me these things, and if the player doesn't want to start with a flaw he shouldn't need one. Naturally over the course of the game I find it often happens anyways in any RPG.

It really feels like an RPG for newbs. Telling them where, when, and how to roleplay. More importantly it provides clear tangible benefits for roleplaying. Except that is the newbs way of doing it. Roleplaying should just be something you do. None of my players expect rewards for it, and do it because they like it. I hate how this is creating a new generation of rpg players who have to be forcibly told via mechanics they did a good job. Instead of seeing the ramifications of their actions in the game world. I feel the rules incredibly obtuse, intrusive, and slow. I'm certainly not buying it for the combat rules I'll tell you that.

I go so far as to invoke the word casual. I'm personally not a fan. I prefer more interesting games where you as a player need to do the thinking. You also need to actively engage in my semi-open rpg's. Sitting back like a bump on a log is possible, but not going to get you far. Much like the sad fates of those who give up in Dark Souls. My games are brutal, merciless, and even politics heavy. However ultimately it is always fair, and my players generally feel that their own demise is from something they did.

The core has two good things going for it. Great art and the starship rules make more sense than Saga/fun. I don't feel it's worth playing though, and when I did run it my entire group hated it. It felt like a nagging mother telling them what to do, how to play, what era to use, and on it went. The combat was goofy and slow. I felt like I was playing a mentally deficient person. No one could hit anything except everything. Convenient lights, fire extinguishers, droids, guns were dropping, and all sorts of dumb stupidity. It took us two hours to run through what was just people getting their weapons dropped. We were all so miserable they asked me to just end it.

Stormtroopers in the movies shoot better than anyone in this book. They might miss, but at least every second shot doesn't make someone drop their guns or burst something a convenient way to obscure their fire.
 
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Agatheron

First Post
Branding the game as an RPG for newbs is a gross micharacterization, and frankly a titch insulting to the old guard like me who happen to love it.

I GM two different groups with this game, one is my old high school D&D group where we are all in our mid 40s, and they are enjoying it more than any other game we've so far played precisely because of the narrative mechanics... Because they help weave the story as a collective. This game is not players vs GM, but rather a combined story. The last time we played, not a single blaster was drawn, because the circumstances didn't call for it at all, but rather became the unfolding of the story and the players deciding how they wanted to participate in it.

The other group are high school kids plus their Dad, who are also enjoying the story, but they are needing to be encouraged to think outside the d20 pass/fail mechanics.

I have found combat to be very dangerous, and the players work to avoid it. In addition, most of the time the combat situations are not about eliminating all the opponents in the encounter, but simpler a means to advance the plot. So far none of the encounters except for the very first "demo" ended with all the opponents lying on the floor... They have all ended in a way that makes narrative sense. They manage to lose stormtroopers through a maze of streets, or sealed a blast door to cover their escape.

The point of advantage/threat is not to simply explode pipes to apply combat modifiers... That was just an example given in the promo videos. The idea is to let the players get creative about what happens with even a missed shot. One does not necessarily have to hit one's opponent in order to resolve combat.

As for obligation, it's unique to Edge rather the the other two that will be out, but I find its a great way to drive the story forward. It lends itself to sandbox play very nicely, because adventures can develop around the player's past catching up with them.

Anyway, this 40-something gamer loves this new system. Calling this only for newbs is dismissing the enormous potential .
 

Waller

Legend
Branding the game as an RPG for newbs is a gross micharacterization, and frankly a titch insulting to the old guard like me who happen to love it.

Well, only if you view "amount of roleplaying experience" as a value judgement or character evaluation.
 


Agatheron

First Post
By all accounts, Force and Destiny will be released in a Beta format around the time of Gencon, as the Age of Rebellion Beta came out with Gencon last year. The core rulebook for Age of Rebellion is out soon, but thanks to the Beta we know that it adds a new Force talent tree, plus 2 new force power sets for a total of 5 groupings in the system.
 

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