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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="aramis erak" data-source="post: 9497555" data-attributes="member: 6779310"><p>It's not clear whether you see what's actually in the rulebook...</p><p>It's not a generic Star Wars game; it's Firefly in the Star Wars universe. Things don't go smooth. Stuff matters, quite a bit.</p><p></p><p>That's not a safe assumption. Much of the gear has surprisingly good effects.</p><p>Only one tech bit feels underpowered: Shields. Shields in the game are really quite mild, especially given that a 3 or 4 defense in an arc is hard to get to. It is one area I've houseruled: I count Shields as adding as much soak as they add defense.</p><p></p><p>Consider this: each expansion adds as much new equipment as it does each [planetary] vehicles and ships, and usually just a hair shy of new talent texts. Most of them run about as 1/2 as much new gear as the corebooks have. Gear is very clearly, from the line level, a MAJOR intended advancement factor.</p><p></p><p>Also, being generous with starting cash is sabotaging the core Edge playloop of being broke and needing to meet obligations while also making enough to keep going...</p><p></p><p>If you're wanting to have a more heroic bunch, you picked the wrong core game in the lineup; Age of Rebellion is focused upon Duty, and positive reword, while in Edge. Obligation is what drives you off-mission...and the missions are not likely to be terribly ethical in Edge, anyway.</p><p></p><p>Note also, Edge focuses on smuggling, not merchanting. The value of moving legal goods from place to place is barely enough to keep going; smuggling is how one gets better gear, better ships, and better armor.</p><p></p><p>The one thing I've had to teach a few players is that getting caught with an E5 or E11 is not just going to cause a problem; Clone Troopers or StormTroopers are going to take that as grounds to shoot on sight. Looting troopers leads to instant hostilities and calling in the backups. In numbers, especially reinforcements, a 6 man fireteam of StormTroopers is rolling 4 yellow to hit, and can turn up to 10 advantage into 5 additional hits...</p><p></p><p>Likewise, if you take down a notable and loot their armor and weapons, you also suddenly acquire their enemies and most of their allies turn to be your enemies, too. It's grounds to add obligation. At least if they don't work hard to depersonalize the gear.</p><p></p><p>You don't need to directly leverage the player; when they do something that would cause enemies, add to obligation (Enemies)... If they don't worry about it... they will when it brings the group total over 100 and NO ONE can advance by any means other than gear.</p><p></p><p>I'll note as well: A mixed cores game can be quite fun, but works best for me when base Ob is 0+points over in Char Gen, or start as an edge game, but add duty when they join a side.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9497555, member: 6779310"] It's not clear whether you see what's actually in the rulebook... It's not a generic Star Wars game; it's Firefly in the Star Wars universe. Things don't go smooth. Stuff matters, quite a bit. That's not a safe assumption. Much of the gear has surprisingly good effects. Only one tech bit feels underpowered: Shields. Shields in the game are really quite mild, especially given that a 3 or 4 defense in an arc is hard to get to. It is one area I've houseruled: I count Shields as adding as much soak as they add defense. Consider this: each expansion adds as much new equipment as it does each [planetary] vehicles and ships, and usually just a hair shy of new talent texts. Most of them run about as 1/2 as much new gear as the corebooks have. Gear is very clearly, from the line level, a MAJOR intended advancement factor. Also, being generous with starting cash is sabotaging the core Edge playloop of being broke and needing to meet obligations while also making enough to keep going... If you're wanting to have a more heroic bunch, you picked the wrong core game in the lineup; Age of Rebellion is focused upon Duty, and positive reword, while in Edge. Obligation is what drives you off-mission...and the missions are not likely to be terribly ethical in Edge, anyway. Note also, Edge focuses on smuggling, not merchanting. The value of moving legal goods from place to place is barely enough to keep going; smuggling is how one gets better gear, better ships, and better armor. The one thing I've had to teach a few players is that getting caught with an E5 or E11 is not just going to cause a problem; Clone Troopers or StormTroopers are going to take that as grounds to shoot on sight. Looting troopers leads to instant hostilities and calling in the backups. In numbers, especially reinforcements, a 6 man fireteam of StormTroopers is rolling 4 yellow to hit, and can turn up to 10 advantage into 5 additional hits... Likewise, if you take down a notable and loot their armor and weapons, you also suddenly acquire their enemies and most of their allies turn to be your enemies, too. It's grounds to add obligation. At least if they don't work hard to depersonalize the gear. You don't need to directly leverage the player; when they do something that would cause enemies, add to obligation (Enemies)... If they don't worry about it... they will when it brings the group total over 100 and NO ONE can advance by any means other than gear. I'll note as well: A mixed cores game can be quite fun, but works best for me when base Ob is 0+points over in Char Gen, or start as an edge game, but add duty when they join a side. [/QUOTE]
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