Star Wars Edge of the Empire


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Is a new RPG being released by Fantasy Flight Games. I hear that an adventure will be available to play at Free RPG day. I am seeing if any interest in this game. I live in Cleveland, Ohio and am interested in playing.

Anyone heard about this? Thoughts, comments, concerns?


I am usually leery of systems that use special dice, but after hearing good reviews of the game, I purchased the Beginner's Box in December. Since then, I have GMed the introductory game both for private groups and at a convention. I really like the new system.

The feel is very much like Firefly meets the old WEG D6 system, in that it focuses on fringers making a go of things during the original trilogy. There are no rules for Jedi because they don't exist (for the most part). You can play a Force-sensitive individual with minor powers, but don't expect to be pulling off mad Jedi/Sith feats a la Episodes I-III or the video games. The rules are very smooth once you get used to the symbols and what they mean. Combat does not run on a grid, like D&D or Star Wars D20/Saga Edition. Instead it uses more abstract ranges, like Engaged, Short, Medium, and Long. It is easy to GM, as difficulties are fairly well defined.

The basic rule is that you have positive dice in your dice pool based on your relevant attribute and skill. Then you add negative dice based on the difficulty or your opponent’s relevant attribute and skill. Roll the dice and count up symbols. Some symbols are basically successes and failures, which cancel each other. If you have at least 1 success left over, you succeed at your action. If not, you don’t. However, there are also “Advantages” and “Threats” that also cancel. These give perks or hindrances, even if you do not succeed in your roll.

In 2014, they are going to release a core book focusing on Rebels and Soldiers. In 2015, they are going to release a core book for Jedi and other Force users. Their release plan looks akin to the Warhammer 40K material, where stuff will be compatible to a point, but starting characters in each core book will probably not be at the same power level. I believe they plan to release source material and adventures for each core book as well.

Overall, I really dig the new system. It is a little frustrating that Jedi characters are two years out, but not so much that it detracts from the overall game. Even if you plan on getting the Edge of the Empire core book in July, I recommend getting the Beginner’s Box now. It gives you a set of dice (which are worth 1/2 of the retail cost of the set), a “lite” rule book, counters, and enough materials to start playing immediately.


There are some good comments on the product pages themselves:

Beginner Game

Here is where they say that the core book and accessories will be out in the first week of July. *fingers crossed*

A Slight Delay

Be sure to check out FFG's forums as well. There are some good discussions as well as fan-made game aides and adventures.


I haven't yet had a chance to read through my Beginner's Box rules yet or play a session but it looks fun. My only complaint so far is the lousy box. I'd much rather they did a heavy stock board game type box with a lift off lid (like PF's Beginner set).


Maybe its just me but I don't want to play a jedi/sith. I have always wanted to play star wars as a bounty hunter. So if that is an option from the beginner box/core rule book coming in july then count me in. I really dislike having to buy more dice tho, I mean I have 12 sets already. Sometimes you get dice that are lame like in the star wars mini, those d20 were roll down dice, so you can't use them.

Perhaps I can just use the dice I have and make a chart for what each number means. What type of dice are they? How many? Any good close up pics of them?

edit: Wanted to ask one more thing. Any chance of the core rule book coming with a pdf. I find taking my books everywhere to be a bad idea, so here is to hoping I can get a pdf copy as well.

edit2: Also read that it is not d20 based. What base is it then? I am confused because I don't think d10 would be for me.


I was lucky enough to have several copies of the beta test that I gave out to friends so we could give FF feedback. Almost to a man, they reported their dislike of special dice as a major turnoff to really digging through the thing. I was the only one who really liked the Force dice mechanic.

I still do. I like how it encourages, and even guides roleplay.

Like some here, I also am not impressed with the packaging for the beginner box set. Somehow it makes you feel like you paid too much for the thing. I also am split on how different it supposedly be from the final advanced ruleset. My understanding from some on the inside is that unlike a D&D or Pathfinder beginner box, where the game is presented as a "lite" version of the advanced game, the beginner game in this case is really an introduction to RPGs in general, and the final game will bear such major differences as to be like a completely different game.

As to the final game, I think FF does great stuff, but I am a little worried. The release date has been pushed back twice now. It would be easy to think this is because of some internal dilemma in balancing. I hope it's just a scheduling conflict.

Here are the dice, by the way. The Force die is at the top.


So looks like 2 d6, 2 d8, & 3 d12. That sound right? That would mean my d12's might finally get some use. I was trying to talk my pathfinder group into using d12 for init so we don't have some people having init's in the 30's while others have less than 10.

So what do they call the system then since it is not d20? Or what would you call it? I have only played d20 (D&D, Pathfinder, etc) or d10 (vampire) so not sure of any other systems.


@ agentJay -

I really like what I've seen and played so far with Star Wars: Edge of the Empire (I've played the Beginner Game, and have poked around and found some nice references for the Beta).

I don't believe the system has a specific name, though.

Here is a link to a wonderful pdf resource created by gribble from the FFG messageboards (for the Beta, but should work well with the upcoming Core Rulebook): SW-EotE-Reference-Sheets.

On page 3 he has a chart for using regular dice.

However, it won't be intuitive, as it is with the dice (it took us less than 15 minutes to be able to easily interpret the results with the physical dice).

I understand some people don't want to spend the money on the special dice (they're about $15/set MSRP, or just under $10 from Miniature Market).

As such, they have a Dice App ($4.99) for Android, iOS and Kindle: Star Wars Dice App.

I hope that helps!

Weren Wu Jen


I played this recently and if you've played Warhammer Fantasy Roleplay, the mechanics are very very similar. The dice have symbols that cancel each other out as was mentioned and a lot is left flexible and up to GM discretion.

The book looks pretty well done, but I wasn't crazy about the fact this one doesn't have Jedi. It makes it not feel dramatically different than other sci fi RPGs. There are supposed to be 2 other SW versions coming down the pipe though.

Liberty's Edge

I have to wait 2 more years until I can play my ewok sith lord?


We've just had two (and a half) editions drenched in jedi. I, for one, am more than happy to see Edge of the Empire return to the game's roots among the scum and villainy of the Outer Rim.


Slaunyeh wrote:
We've just had two (and a half) editions drenched in jedi. I, for one, am more than happy to see Edge of the Empire return to the game's roots among the scum and villainy of the Outer Rim.

This issue has caused a number of threads (one might call them "gripe threads") on the FFG Sw:EotE Forums.

As for me, I harken back to the early to mid 80s, where all we had were the Original Trilogy and West End Games' version of Star Wars. Jedi were ultra-rare or nigh extinct. The game focused heavily on non-Force users. The only difference is that WEG genrally assumed in its adventures and scenarios that PCs would be Rebels facing off against the Empire. Edge of the Empire makes no such assumptions.

I really like Edge of the Empire. I feel I can wait for Jedi (as I had to wait for Space Marines with FFG's Warhammer 40K RPG system). There is enough in the (Beta) core set to make effective Force users. Overall my group is having fun with "Firefly in the Star Wars Universe".

If you really want Jedi now, there are a lot of fan-made supplements and ideas out there to make it happen.


Jezred wrote:
This issue has caused a number of threads (one might call them "gripe threads") on the FFG Sw:EotE Forums.

I have absolutely no doubt that it has. And, given infinite time and infinite page count, I would have liked all of us to get what we wanted out of the book. But, baring that, I'm pretty thrilled that they didn't get their way this time around.

Stupid jedi. :p

Besides, it's not a crazy complicated system, whipping up Jedi to tack onto the existing force rules should be easy enough if you simply can't live without.

Liberty's Edge

I heard some of the beginner box rules are different then the core rules. Anyone know how hard it will be to convert beginner over to core?


@ CapeCodRPGer - I've played the beginner box, the free rpg day module (Shadows of a Black Sun), and have looked through the reference sheets posted over on the FFG boards by "gribble".

I don't think it will be very difficult at all.

One of the biggest changes is that you get a full blown Obligation system, which impacts the game. In the beginner box, FFG used the characters' back stories to create the illusion of Obligation, but in the Core Rulebook it will have actual mechanical effects.

Also, there are individual Knowledge skills in the full game, and of course character creation and advancement rules (and you get a preview of the advancement in the beginner box).

A number of other changes will probably occur, but none of them should be difficult to master.

Cheers!


CapeCodRPGer wrote:

I heard some of the beginner box rules are different then the core rules. Anyone know how hard it will be to convert beginner over to core?

I own the beta book, the beginners box (2 actually) and the Free RPG Day module. I can list some of the more noticeable differences between "core" and "beginner".

* The biggest is critical hits. In the beginner box, there is only one effect for a critical hit, which compounds with each hit. In the core rules, a critical hit causes a d100 roll on a chart for the effect (with modifiers for Vicious weapons, talents, etc).

* Pilot is actually 2 separate skills: Pilot (Space) and Pilot (Planetary). This was simplified for the beginner rules.

* Knowledge is actually six (IIRC) separate skills, again lumped together for the beginner box.

* Obligation has been mentioned. The beginner box used the story to represent Obligation without introducing the rules.

* Starships stats and rules were simplified for the beginner box. The biggest examples are starship speeds (i.e. you can change your speed; in the beginner box it is assumed the ships are always flying at max speed) and shields (ex. in the core rules you have zones of protection and you can “angle the deflector shields” to change the levels of protection in each zone).

Overall, the rules system is the same. One won’t have to relearn the game. It is just a matter of adding more depth to the rules.

As for the beginner characters, they were “built” with the beginner box in mind. Most have their points invested in stats rather than skills and talents. Since stats cannot improve with XP (unless you buy a talent that improves a stat), this could be seen as a wise move or as power gaming, depending on one’s opinion. There are a couple of threads on the FFG forum that discuss the “issues” with the beginner box characters (ie. too many XP spent, extra gear beyond normal), but again these characters were built to teach others how to play and to showcase the game. The pregens for the Free RPG Day adventure have some of the same “issues”, but they seem like “2nd or 3rd level characters” rather than “1st level” (to use a D&D analogy).

Can any other (most likely more-experienced) SW:EotE players chime in?


Those dice just removed the last shred of interest I had in this game.


DungeonmasterCal wrote:
Those dice just removed the last shred of interest I had in this game.

I used to think the same thing. Then I read some good stuff by Penny Arcade and others online. So I tried it. And it turns out the dice results and game mechanics are some of my favorites out there. It is cool to fail at a task but still have positive side-effects, either mechanically or flavor-wise. You can also succeed with negative side-effects. True, you can do this with any RPG, but I like the fact that it is built into the system. I am slowly losing my aversion to systems that use custom dice. I guess I am willing to pay a little more for custom dice as long as it makes the system fun to play. If it is just a gimmick, and the same result could have been done with standard dice, then I am not interested.


You can use normal dice, there is a conversion chart. However after playing with the dice, go with the dice man. It is a nice system that seems to capture the feel and the dice are a part of that.

I would recommend.

Liberty's Edge

My concern with the custom dice is it may be a turn off for someone looking to get into table top rpgs. They see the custom dice a d think game is too hard or something like that and won't try it.


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@CapeCodRPGer, As far as the custom dice being a barrier to entry.

I've found that with WFRP 3rd Edition and also with EotE (beta book + the iPad app for the dice) new players have a lot less of the pointless "ewwwww custom dice different from my other custom dice" baggage. I have a long time gamer pal that refuses to even have FFG's new Star Wars game mentioned in his pressence. Meanwhile I've nabbed two entirely new gamers that took to the dice as easily as anyone can while learning a game. They have more hangups now about branching out into d20 or numeric dice-pool games like Cortex Plus because of the binary pass-fail result.


In the last few years I've developed problems with my cognizance and memory that are probably insurmountable. Those dice would be impossible for me. I have a hard time just reading rule books for games I know, now.


CapeCodRPGer wrote:
My concern with the custom dice is it may be a turn off for someone looking to get into table top rpgs. They see the custom dice a d think game is too hard or something like that and won't try it.

I think, for someone who is not already into table top rpgs, you are already looking at "custom" (read: non-d6) dice. Whether they have numbers or little rebel alliance symbols doesn't seem like it would be the biggest concern, for someone looking at 'alien' dice for the first time.

No, I think the issue with custom dice is much bigger with stuffy old RPGers that doesn't like that they can't just bring their favourite dice set. Like me.

That said, I think it would be hard to accomplish what they are trying to do, with regular dice (the chart is kinda confusing. Even if I'm sure you get used to it eventually). And I have to reluctantly admit that I think what they are trying to accomplish with those dice is working really well.


My problem isn't the custom dice, it's several different kinds of custom dice for one game.v


Most RPG's use several types of "Custom" dice. Its just you are used to the "standard" dice by this point. I have to agree with Slauuyeh, the dice flow very nice and bring something to the game that would be clunky and lacking with standard dice.

Sometimes to do something interesting and new you have to use a mechanical that most other games do not. In this case that mechanic also happens to have new types of dice with it. Its odd but works really, really, well.


I don't consider dice with numbers on them to be custom. Dice with symbols that only pertain to one system, and multiple dice with multiple symbols each (that vary by die type) which only pertain to that one system are a non-starter for my gaming group. The legally blind guy, the dyslexic, and the stroke victim I game with will all have problems.


Being two of those three, I can tell you I have no issue with the dice and are FAR easier to read then "standard" game dice. And as has been pointed out, "standard" gaming dice are custom dice.

I suggest looking over some pregens and maybe the Free rpg day Mod of you can get it. It plays far better then it sounds and those dice are fairly intuitive and are damned easy to pick up. Far easier in fact then games like pathfinders with the endless little mods here and there.


There must be a disconnect here, because I can't comprehend how a sequence of numbers counting up from one is in any way 'custom' except by semantics. A die with a bunch of random numbers might be custom in my eyes, but not 1 through whatever.


Because, you are used to them. Show your ice to a non gamer and lay them next to the Star wars dice or the dice from WFRP 3e and they would call them all "odd" or custom dice.

That really is the only difference, you are simply used to your odd little dice.


Actually, I relooked at the pdf and saw I made an error in checking it out. It refers to the dice later by little colored squares, and I misinterpreted that as yet more symbols. So instead of 6 of them I was seeing a couple dozen, which would have certainly been harder than counting up on a die of any type. Then add in that misread and what I was hearing was 'two dozen brand new symbols shouldn't be any harder than a d20, you're using custom dice anyways.' So it seems the disconnect was mine.


There is also a conversion chart for normal dice and FFG has the sticker page which can be printed out and placed on normal dice or blank ones.

The basic dice mechanics are simple. You have a success, advantage and a triumph symbols on 3 dice( D8-abilty dic,d12 skill dice and a d6 boost dice) and 3 bad syllables threat, failure and desire) on the same type of dice. A 7th dice is a d12 with black and white dots, force, light and darkside. You roll the dice, 1 success is just that, a advantage counts as a success and an advantage you can trade for things and the triumph is only on the d12 and only once is a really, good result.The bad dice are the revirers, if you roll a threat it takes a success away, a failure gives the GM some advantages and the despair is a very bad luck roll that the DM can use to trigger bad thing.

Exsample: Your splicer Has a Intelligence of 3 and 2 skills dice In computers. He is trying to bypass a systems door accesses . His dicepool is 2 yellow skill d12 and 1 green ability dice.The GM decides its an average difficulty so adds two purple d8 difficulty dice. So the Player then rolls 5 dice, 2 Yellow skill, 1 green Ability and 2 purple difficulty dice. Rolling his dice he gets 4 success and 1 advantage, however he also gets two threats. This leaves him with 2 success and one advantage which he spends on learning something new.

So he not only opens the door the GM decides the new thing he learned was that an imperial shuttle had just landed in the docking bay. It might be a good idea to avoid that docking bay.


One thing about the advantage system that I personally enjoy, but that I could see some GMs find daunting, is that it can put some strain on your ability to improvise as a GM. Independent of any success/failure of a dice roll, "something else" can, and probably will, happen. In combat, you generally spend advantages on various benefits (like buying extra hits on a automatic weapon, pinning the enemy with a barrage of shots, etc.), but out of combat it's a lot more up to you.

E.g. You're plotting a hyperspace jump and fail monumentally. But you have four advantages on the roll. What happens? (a lucky mishap could lead to all sorts of wacky side adventure!)


For the advantages/disadvantages, if it is outside of combat I feel free to ignore the results if I can't think of anything applicable. For the hyperspace example above, the failure means that the jump will take much longer than anticipated. I could use the advantages to cut down how much longer, or I could ignore them altogether. But as a GM, don't feel you need to pay heed to every set of (dis)advantages for every roll. Sometime a routine check has routine results.


Well folks, the Star Wars Edge of the Empire Core Rulebook, GM Kit, and Dice Packs are out!

The Rulebook is nearly 450 pages long and is gorgeous!

The GM Kit screen is really nice and includes not only an adventure but a small section of additional GM stuff that's nice!

Each Dice Pack also includes 4 Destiny Tokens (which is a nice surprise, as they're not listed in the description)! I'd recommend at least two Dice Packs or the Dice App.

All in all, it looks great!

They've already announced a full-length module for Q3 (Beyond the Rim) and the first rules supplement for Q4 (Enter the Unknown).

Cheers!


Started a game of Edge of Empire (actually my char was made with Force and Destiny). First session went really good.

Anyone has experience/tips/anecdotes about this game since it came out?


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Talk to your gm about being open with advantage/disadvantage dice. The game really flows narratively when people are actively thinking about both and they get assigned liberally in important checks. Talk to your gm about how you can (in a non disruptive way) suggest potential causes for advantage besides the stock standard ones and to have him add disadvantage also. It really bumps up the cinematic nature of the game and the tension.

The same goes for dark side/light side points. Neither the players nor the GM should be hording them, they should go back and forth over the course of a session a bunch of times. The game clearly intends them to be used on a regular basis to increase drama and tension on both sides. But again there has to be an understanding.

Don't be afraid to fail. Despair and failure (with a good gm) shouldn't be a block to the story but instead something that adds a challenging (and hopefully fun) twist to a situation.

Don't be afraid to think outside the box with triumph and despair, and even advantage and threat. The game gives examples of what can be done with it, but use those as examples for further creativity as well. Make sure you also describe the effects in the game instead of just saying "I give the wookie a boost die on his next attack", say "My blaster shot hits a power coupling that creates a flash in front of Rawaar, momentarily shielding him from view, making his next attack more effective".

Especiallys as you advance, you can easily see some pretty triumph/advantage heavy or (or despair/threat heavy) results. If you pull up 3 triumphs, don't just crit 3 times, suggest something aweseome and game changing, and obviously try to work with your gm about making sure these things are both awesome and acceptable to him/her.


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Got a chance to play this on the weekend, was really fun

Yes the dice are a bit wierd at first but once you get going the game plays really smoothly.

In any game you are generally interpritting the results of a dice roll. In most you are rolling against math and interpriting success and failure based on the results.

The Star Wars dice removes the math and replaces it with a lot more fuzzy options.

For example I was trying to disable the security system on a building so that we could sneak in. In a regular game it would be roll vs. Target number success or fail.

In Star Wars, I roll the dice and figure out what all the little symbols mean. These get cancelled by those, I got a few of these and lots of those....what did it all mean?
I ended up blowing out the entire system, security, power, coms, everything went dead with me sitting on the roof with a glowing data pad lighing up the night sky and every guard outside looking up at us.

I turned to my group and said "oops"

It actually felt like something right out of the movies.

Don't let the funny dice scare you, they open you up to a lot of really interesting options.

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