The AOR Beginner Set adventure is... fine. It's a perfectly cromulent intro to the system, that gradually shows the players how it works (here's how you make a skill check, here's how to make an opposed skill check, here's how you have a fight, now let's add initiative to the fight, and so on). It is somewhat hampered by the climax being a vehicle chase and FFG Star Wars sucking at those (IIRC, there are slightly better chase rules in the full rules, but not in the beginner set). But the web enhancement then gives you a semi-sandbox to work with. While the beginner set is about taking over a super-secret Imperial spy base, the WE is about running it. So you need to get supplies, and make friends with locals to get people to run things and/or defend it, and deal with threats, and so on. Each of these things can be a small adventure on its own, with just enough info provided to get you on your way and enjoying things.I actually have those starter sets (and physical dice) from a game years ago. Never ran those particular adventures though.
If your group can't quote either Monty Python and the Holy Grail [snip]
Me: You can't tell me what to do! You're not my real dad! runs away shouting "LA la la" while jamming fingers in earsThem: Never forget where you came from.
Me: Good idea. scribbles “car park level C” on hand
Them: You should have used your own hand.
I have "run" a short campaign in Age of Rebellion - maybe about 10 sessions. I put "run" in quotation marks because I more "co-GMed" it.The AOR Beginner Set adventure is... fine. It's a perfectly cromulent intro to the system, that gradually shows the players how it works (here's how you make a skill check, here's how to make an opposed skill check, here's how you have a fight, now let's add initiative to the fight, and so on). It is somewhat hampered by the climax being a vehicle chase and FFG Star Wars sucking at those (IIRC, there are slightly better chase rules in the full rules, but not in the beginner set). But the web enhancement then gives you a semi-sandbox to work with. While the beginner set is about taking over a super-secret Imperial spy base, the WE is about running it. So you need to get supplies, and make friends with locals to get people to run things and/or defend it, and deal with threats, and so on. Each of these things can be a small adventure on its own, with just enough info provided to get you on your way and enjoying things.
The one minor quibble, and that's more a matter of taste, really, is that the pregens aren't fully compatible with full rules. Instead of having an actual specialization, their skills and talent trees are sort of a mix of the stuff that's available to all three specializations of that class in the full rules – so it can be hard to "graduate" to the full rules. But that's a minor thing.
I feel that way a lot.if a whole group of people just don't bother to actually read the thread before posting.
It's a pity that the old WEG Star wars game doesn't seem to be available anywhere, anymore. It was a relatively simple D6 system that included rules for how to handle multiple actions. Damage was scaled based on 'scale' of the weapon. Personal weapons were very unlikely to damage vehicles, whose weapons were unlikely to damage starships. The reverse would make a mess of the smaller scale target. All in all a very fast and relatively easy game to play, if you're used to the greater complexity of something like Pathfinder/D&D3.5e.I have "run" a short campaign in Age of Rebellion - maybe about 10 sessions. I put "run" in quotation marks because I more "co-GMed" it.
Here's what I mean. I know the Star Wars galaxy pretty well (or at least, I did before I became completely overwhelmed with all the Disney series). I could help the players craft exciting stories in the galaxy. But what I could never do was get a handle on the FFG system. And I had all the main rulebooks, starter sets, card decks, etc. I really tried.
So I had a player work as a rules interpreter. He had to tell me what the dice meant. What would be an appropriate response to "Threat" and "Doom" (or whatever the terms were.)
I longed for a Star Wars game that just "used dice and numbers." Not a complex dice pool system with symbols you'd have to interpret by GM fiat to have players complain that you weren't being fair. Or that you had to come up with creative interpretations for every die roll - plausible complications, realistic benefits.
And now, I'm not even really into Star Wars anymore. It's like being the kid who once laughed at a clown, so your family decorates your room in clowns, hires a clown for every birthday party and event, etc. And eventually you're in your 40s, and they're still giving you clowns, and you just want to say "Lord, I'm tired of clowns."