Tell me about Star Wars: Edge of the Empire

Whizbang Dustyboots

Gnometown Hero
One of my coworkers who I recently ran through Heroes of the Borderlands has asked if I want to play Edge of the Empire with his group. It's a game I know almost nothing about, other than it using funky dice and being part of a modular game line where scoundrels are in a different set of books than Rebellion folks who are in a different set of books that Force users.

What should I know about the game?
 

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It straddles an interesting line between "traditional" and "narrative" gameplay spaces. At its heart, it requires you to play it like you would a Star Wars show-- focus on the situation and your character's place in the situation and less on the mechanics, though the mechanics are crunchy just enough to provide meaningful choices.

Combat has a unique feel to it. It's not deadly per se to the PCs, but it does provide tension because it feels like a race---how long can the party hold out against the opposition before the situation gets desperate and someone has to react with a bold move?

If the GM isn't familiar with narrative play techniques and tries to play it like D&D, it will likely suck.

If the GM "gets it", it's a really fun ride.
 


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.
 

FFG's Star Wars is one of my favourite RPGs, and I think the proprietary dice get an unfairly bad wrap. It's quite possibly the quintessential neo-trad RPG, blending typical trad elements like attributes, skill list and mechanically detailed gear, with the tiered success common to narrative systems.

You're right about the modular lines. They're split by theme: Edge of the Empire is the "scum and villainy" line focused on scoundrels, bounty hunters and the like; Age of Rebellion is the Empire vs Republic/Rebels line focused on soldiers, spies, etc.; and Force and Destiny is the Force-users.
They're 99% compatible, with the only significant difference being a single mechanic: Obligation/Duty/Morality, respectively. Obligation is essentially a debt for EotE characters; Duty is the reverse for AoR characters; and Morality represents Light side vs Dark for force-users.

The reason for the "funky" dice is because the game uses 2 axis for results: success vs failure, and advantage vs setback. This results in the full gamut of "yes, and" through to "no, but":
Success with advantage = yes, and​
Success by itself = yes​
Success with setback = yes, but​
Failure with advantage = no, but​
Failure by itself = no​
Failure with setback = no, and​
Success and failure cancel each other out on a 1-for-1 basis, as do advantage and setback, with what remains being your result. Eg. Rolling 4 successes, 2 failures, 2 advantage and 5 setback would give you a result of 2 successes with 3 setback.
Advantage and setback should ideally be used for narrative effects that benefit/hinder the characters. Players are encouraged to contribute ideas, not just the GM, though the GM does have final say. However, the game provides a series of mechanical options should the creative juices not be flowing (or even just the group's preference). Eg. 1 advantage could be used to give the next player a boost die, or the next enemy a setback die; while 3 setback could result in a weapon expending it's ammo pack.
One other pair of results is possible on certain die: Triumph and Despair. These are kind of like "super success" and "super failure": they act as a single success/failure that can cancel out as normal, but they also have a narrative component that cannot be cancelled (generally equivalent to 3 advantage/setback) as a sort of Force ex machina.

Speaking of the Force: Destiny points are a pool of metacurrency that are determined by rolling at the start of a session. They consist of a light side and dark side. Light side are spent by the players, then flipped to dark side. Dark side are spent by the GM and similarly flipped. They're used for the standard metacurrency things.

Characters have familiar "trad" elements of D&D-style attributes (called "characteristics" here) and skills, but the values determine how many dice make up your pool, similar to World of Darkness games. What's different is that the classes are made up of a talent tree, with a choice of starting talents, and subsequent talents requiring a connected one be purchased to be eligible for acquisition. Talents differ in XP cost, and the branching paths differ between classes.

There is an extensive amount of gear on par with games like Cyberpunk and Shadowrun, and a system for modifying it for those players that like mechanical optimisation.

If you do decide to give it go, I highly recommend Oggdude's Character Generator.
 



As far as the three variations go, they're all sold as separate games, so there's tons of rules overlap in the books if you own all three. But as @JConstantine points out, each involves different, fairly incompatible subsystems keeping the PCs hungry for work, and having played all three separately, I thought it worked reasonably well for me. I've enjoyed each of the variations, but playing the Force and Destiny variation felt substantially different from the other two. Not surprising - since it was by far the Force-heaviest version of the game.

My recommendation is to definitely give it a try. I was worried about understanding the dice on my first game, but that ended up being one of the easier things to get the hang of.
 

As far as the three variations go, they're all sold as separate games, so there's tons of rules overlap in the books if you own all three. But as @JConstantine points out, each involves different, fairly incompatible subsystems keeping the PCs hungry for work, and having played all three separately, I thought it worked reasonably well for me. I've enjoyed each of the variations, but playing the Force and Destiny variation felt substantially different from the other two. Not surprising - since it was by far the Force-heaviest version of the game.

My recommendation is to definitely give it a try. I was worried about understanding the dice on my first game, but that ended up being one of the easier things to get the hang of.
Force and Destiny sort of work better as a Prequel type era or before type game, while Edge and Rebellion work well together (IMO).

I feel at the heart of it, once you understand the core of the game, the core is a bit simpler than D&D and other games.

It's a narrative type game in which the dice drive the narrative deeply (once again, IMO). Even the Gamemaster doesn't know what will happen, and due to how the dice work (for example, you suceed but something really bad happens, or you miss/fail but something works in your favor really well) it takes a quick GM who is innovative and imaginative to keep up with narrating what happens.
 

But as @JConstantine points out, each involves different, fairly incompatible subsystems keeping the PCs hungry for work
While I pointed out the difference, I disagree that they're incompatible. I don't think it was strictly intended by the designers (they probably wouldn't have split it into 3 game lines otherwise), but, mechanically, it's fine; absolutely nothing breaks.

In my group, we started out as EotE characters with Obligation and at some point we did a couple of jobs for the Rebellion as privateers accumulating some Duty; and a few sessions in, one of the characters specced into Force Sensitive as they developed latent Force abilities, thus having to deal with Morality. It was all very Original Trilogy thematically.
  • Luke starts as a nobody before earning Duty as a Rebel pilot, later developing Force powers and dealing with Morality as Vader tempts him to the Dark Side.
  • Han starts as a smuggler with Obligation to Jabba for jettisoning spice, before earning Duty as a Rebel hero.
  • Chewy starts with Duty in the form of his Wookiee life debt to Han before also earning Duty alongside him.
playing the Force and Destiny variation felt substantially different from the other two.
Force and Destiny sort of work better as a Prequel type era or before type game, while Edge and Rebellion work well together (IMO).
I'd say you can emulate different Star Wars media by mixing the 3 lines in different combinations:
Original Trilogy: Starts with EotE, introduces AoR, and eventually F&D
Prequel Trilogy: Starts with F&D, then introduces EotE and AoR
Sequel Trilogy: Starts with AoR before quickly introducing F&D.
The Clone Wars: F&D + AoR equally
Rebels: AoR primarily, with F&D
The Bad Batch: AoR initially, then introduces EotE
Rogue One/Andor: AoR
The Mandalorian: EotE primarily, with F&D
The Book of Boba: EotE
Ahsoka and The Acolyte: F&D
 

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