Whizbang Dustyboots
Gnometown Hero
These responses definitely make me interested in digging to the system. Is there a free/cheap quickstart guide out there?
Why, yes there is! One for each game line, in fact: Under a Black Sun (EotE), Operation Shadowpoint (AoR), and Lure of the Lost (F&D).Is there a free/cheap quickstart guide out there?
I appreciate that, but I'm inland, so it would be about three hours to get to you and back. I force my parents to fly into ONT, rather than LAX, when they visit.IIRC you're located in LA. I live near LAX. You'd be welcome to borrow one if you want to DM me.
Yeah, It was pretty quick to pick up how the dice worked. One guy who even refused to use the game dice, just used ordinary dice and a conversion table (which folks often miss or disregard when talking about the dice).Of the three flavors of the system, Edge of the Empire is my favorite.
The funky dice are pretty easy to understand once you see how it works. Essentially, there are two pieces: 1) did I roll more success symbols than fail symbols? (If yes, I succeed.) 2) Did I roll more of the good narrative symbols than bad? If yes, I get to add something positive; if no, the DM adds something that makes the situation tougher. Where it gets interesting is that those two things also interact, so you might fail at what you're trying to do but fail in a way that produces something positive or you might succeed but the success comes with a cost.
The general vibe is like playing through episode of Firefly, but set in the Star Wars universe.
I'd also say that, despite being a "narrative" game, combat and action feels like it has teeth. What I mean by that is that there's a good risk/reward tension. Injuries and setbacks can happen in a way that matters more that just losing a chunk of HP.
Starship combat can be a little clunky at times. That's an area where later books and houserules help. If you're playing with a group experienced with the system, I doubt that will be an issue.
I feel that the system does a pretty good job of transitioning between different modes of play. I've had sessions that switched from ground combat to noncombat to space combat all as part of one encounter, and the game didn't bog down.
I would truly love more discussion of this because I've tried to read the rules and they make my eyes just glass over. Something about the presentation just turns me off at every level, and yet I'm not fully happy with WEG D6 and would be interested in looking at other rule sets or at least learning something from this one.
I can't recall having issues with force points in the WEG games we played, but I can think of possibly two ways to put more control on their use:
PALL OF THE DARK SIDE: At certain dramatic/climax points, death looms close and the light side of the force struggles to shine through. Mechanically, a player may need to spend double force points (or more) to overcome the dark side, or you may actually have named villians spend dark side points to counter the use of force points in these dramatic moments.
DESPERATION BREEDS HOPE: You mention Luke shooting his torpedoes into the the Death Star, but you neglect to realize that just before he did, he lost his best friend, Biggs Darklighter. You yourself gave the example of one character falling towards their doom and the Mando using a Force point to come to the rescue. Mechanically, before a player can spend Force points, they must suffer a disastrous setback first - someone must suffer life-threatening peril or a setback before they can draw on the Force. This could even be used to counter the Pall of the Dark Side, in certain situations.
I kind of like this idea but it needs some refinement to make it work. I don't usually run explicit "scenes" and for your suggestion to work the expenditure of the Force Point would need to be tied to something in the meta. But exactly how you define that in a way that just isn't moving the fiat around or clunky I'm not sure.