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Tell me about STAR WARS: EDGE OF EMPIRE
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<blockquote data-quote="Agatheron" data-source="post: 6281151" data-attributes="member: 6694086"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Anyway, this 40-something gamer loves this new system. Calling this only for newbs is dismissing the enormous potential .</p></blockquote><p></p>
[QUOTE="Agatheron, post: 6281151, member: 6694086"] 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 . [/QUOTE]
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