JeffB
Legend
So a few threads down we have my thread from 3 years ago asking about the system and some discussion of FFG vs. other systems, and eventually nerd arguments that derailed things. 
I have remained intrigued about the dice mechanic/system as I like narrative style games where dice take every round into the unpredictable/not just pass-fail and requires some improv on the part of myself and players. Dungeon World has become my go-to D&D game in recent years.
But my "Kids" group- now heading off to college in the Fall- was my concern with FFG system at the time. I did not think it would have suited them then, and I still do not think it would have. So on a few occasions I ran some StarWorlds (DW derivative) and WhiteStar (S&W-OSR space Fantasy), but WEGD6 has always remained my fave Star Wars game.
That said, I have always compromised my own wants/needs for the Kids', But DADGUMMIT, I want to try the FFG system and so a few weeks back I picked up the Age of Rebellion Beginner Game. I read and studied and ran the the adventure myself to get used to the dice and surprised the two players who showed up on Sunday to "play some D&D". Seeing it all laid out, map, dice, character folios, the initial reaction was "Whoa...this looks cool!" Good sign, but despite my own excitement I really had my reservations about what they would think of the dice mechanic. And they seemed a little skittish upon closer inspection of the dice, which knocked me down a notch.
However, I had prepped alot to make sure I could explain the dice mechanic easily and everything would run smoothly. I had been watching the Original Trilogy (my beloved Original Theatrical Releases) and DVR'ed episodes of Rebels non-stop for two weeks noting all the things I could use when narrating dice results.
And it payed off. Probably the most fun session we have had of anything since our initial Dungeon World campaign a few years back.
By about 1/2 the way through, they had the dice mechanics pretty much nailed down, and through my examples, were using Advantage not only mechanically, but really getting into the narrative and pulling off some spectacular failures and unnerving successes. In the final scene....And I don't usually post much "lemme tell you about our game" type things, but the Kids really were enthralled and made for an awesome session, so pardon my excitement..
SPOILER for "Takeover at Whisper Base"
The two characters were on one speeder bike (a bad decision meta-game wise, but appropriate, narratively from the previous scene), the PC Ace plinking away at the imperial officer in the AT-ST while the PC Soldier on the back was trying to fend off the two other scout troopers on speeder bikes who pulled in behind them. They made some great rolls, using Advantage and Triumph to take out one speeder bike which then clipped the other forcing him to fall way back. Then the Soldier told the Ace to pull up to the side of the AT-ST and the Soldier decided to leap onto the AT-ST. I was stoked when I heard this. Dice pool formed, and the Soldier not only made the roll, but with a few Advantage got to the hatch easily, flipped it open and threatened the Officer to "pull over". The Officer swerved to shake the Soldier off, but blew the roll, with everything cancelled out. The Soldier fired and completely missed(!-tree branch hit him just as he fired, I decided) but with several Advantage , upon which the Soldier declared he had hit the AT-ST controls and started a fire and malfunction in the cabin. The Imperial Officer was burned badly and the AT-ST was stopped.
BUT- upon seeing this I had the remaining Scout trooper turn tail and take off back to the base- Where he could release all the Imperial Prisoners- The Ace takes off after the trooper and after a few harrowing maneuvers shoots the Speeder Bike down, which concluded the scenario.
I LOVE THIS GAME
I did have a couple times where I/the players were stymied on trying to come up with something that was not just "you take/recover 1 strain", or I forgot a rule, but 90% of the time everything ran fast and smooth. Frankly the game is far less complicated than it reads/looks. I was quite happy that Vehicular combat runs pretty much the same as personal combat.
I also found Stormtroopers were tough. Easy to take out (there was one awesome scene with a great roll and an AP Grenade), but they hit hard. both PCs were getting whittled down by their concentrated fire.
There was plenty of improv and the adventure played out very differently than when I ran it for myself-as expected, but the dice mechanic played a significant part there too.
Did I mention I LOVE THIS GAME???
And thankfully so did the players. First reaction after the session/scenario ended- "We have GOT to play this again next time". And there was big praise for the dice mechanics, and admission of being intimidated and very hesitant about them before the session started. I get it, I felt the same way too.
And for the first time in a long time, we sat around and talked about how awesome this scene or that scene was. It was a great Sunday, and a great time. I'm going to miss them when they go off to School.

I have remained intrigued about the dice mechanic/system as I like narrative style games where dice take every round into the unpredictable/not just pass-fail and requires some improv on the part of myself and players. Dungeon World has become my go-to D&D game in recent years.
But my "Kids" group- now heading off to college in the Fall- was my concern with FFG system at the time. I did not think it would have suited them then, and I still do not think it would have. So on a few occasions I ran some StarWorlds (DW derivative) and WhiteStar (S&W-OSR space Fantasy), but WEGD6 has always remained my fave Star Wars game.
That said, I have always compromised my own wants/needs for the Kids', But DADGUMMIT, I want to try the FFG system and so a few weeks back I picked up the Age of Rebellion Beginner Game. I read and studied and ran the the adventure myself to get used to the dice and surprised the two players who showed up on Sunday to "play some D&D". Seeing it all laid out, map, dice, character folios, the initial reaction was "Whoa...this looks cool!" Good sign, but despite my own excitement I really had my reservations about what they would think of the dice mechanic. And they seemed a little skittish upon closer inspection of the dice, which knocked me down a notch.
However, I had prepped alot to make sure I could explain the dice mechanic easily and everything would run smoothly. I had been watching the Original Trilogy (my beloved Original Theatrical Releases) and DVR'ed episodes of Rebels non-stop for two weeks noting all the things I could use when narrating dice results.
And it payed off. Probably the most fun session we have had of anything since our initial Dungeon World campaign a few years back.
By about 1/2 the way through, they had the dice mechanics pretty much nailed down, and through my examples, were using Advantage not only mechanically, but really getting into the narrative and pulling off some spectacular failures and unnerving successes. In the final scene....And I don't usually post much "lemme tell you about our game" type things, but the Kids really were enthralled and made for an awesome session, so pardon my excitement..
SPOILER for "Takeover at Whisper Base"
The two characters were on one speeder bike (a bad decision meta-game wise, but appropriate, narratively from the previous scene), the PC Ace plinking away at the imperial officer in the AT-ST while the PC Soldier on the back was trying to fend off the two other scout troopers on speeder bikes who pulled in behind them. They made some great rolls, using Advantage and Triumph to take out one speeder bike which then clipped the other forcing him to fall way back. Then the Soldier told the Ace to pull up to the side of the AT-ST and the Soldier decided to leap onto the AT-ST. I was stoked when I heard this. Dice pool formed, and the Soldier not only made the roll, but with a few Advantage got to the hatch easily, flipped it open and threatened the Officer to "pull over". The Officer swerved to shake the Soldier off, but blew the roll, with everything cancelled out. The Soldier fired and completely missed(!-tree branch hit him just as he fired, I decided) but with several Advantage , upon which the Soldier declared he had hit the AT-ST controls and started a fire and malfunction in the cabin. The Imperial Officer was burned badly and the AT-ST was stopped.
BUT- upon seeing this I had the remaining Scout trooper turn tail and take off back to the base- Where he could release all the Imperial Prisoners- The Ace takes off after the trooper and after a few harrowing maneuvers shoots the Speeder Bike down, which concluded the scenario.
I LOVE THIS GAME
I did have a couple times where I/the players were stymied on trying to come up with something that was not just "you take/recover 1 strain", or I forgot a rule, but 90% of the time everything ran fast and smooth. Frankly the game is far less complicated than it reads/looks. I was quite happy that Vehicular combat runs pretty much the same as personal combat.
I also found Stormtroopers were tough. Easy to take out (there was one awesome scene with a great roll and an AP Grenade), but they hit hard. both PCs were getting whittled down by their concentrated fire.
There was plenty of improv and the adventure played out very differently than when I ran it for myself-as expected, but the dice mechanic played a significant part there too.
Did I mention I LOVE THIS GAME???
And thankfully so did the players. First reaction after the session/scenario ended- "We have GOT to play this again next time". And there was big praise for the dice mechanics, and admission of being intimidated and very hesitant about them before the session started. I get it, I felt the same way too.
And for the first time in a long time, we sat around and talked about how awesome this scene or that scene was. It was a great Sunday, and a great time. I'm going to miss them when they go off to School.