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  1. - Top - End - #181
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    NecromancerGuy

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    Default Re: Edge of the Empire General Discussion Thread

    Hey all. A question, what are some of the key points to remember when playing EotE, and who would like to share some golden moments? I recently purchased everything to play and will be GMing for my local gaming group, mostly because we are always introducing new games to our rotation and I was very interested in this one.

    Mind you, this is not an EotE versus Saga question; Edge is what I'd like to play, as it introduces a very new system of play and some new mechanics that as a group we all would like to try out. Several campaigns are already in the making, and I as well as the group are very excited to play through a few in the coming months.

  2. - Top - End - #182
    Ettin in the Playground
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    Default Re: Edge of the Empire General Discussion Thread

    Something to remember when playing/running... "turning the tide of battle in your favor" for 3 advantage is awesome, as long as you excercise a reasonable amount of creativity. Making someone drop their weapon over and over, is not.

  3. - Top - End - #183
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    NecromancerGuy

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    Default Re: Edge of the Empire General Discussion Thread

    That was one of the things I noticed in my research, especially in terms of games I watched being played online through YouTube. I have a pretty thorough list of things that could possibly be used as threat events, and a list of suggestions in case I need to reccomend something to the PC's if they get stuck.

    Shoot out the lights, blast a panel open or melt it shut, make free maneuvers, etc. for positives are a small start, and as for threats, weapon jams, loose footing, negative NPC involvement, or the same as positives for enemies make sense to me. At work currently, don't have a comprehensive list.

  4. - Top - End - #184
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    Default Re: Edge of the Empire General Discussion Thread

    There has to be a comprehensive list of suggestions for advantage/disadvantage triumph/despair floating around by now isn't there?
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  5. - Top - End - #185
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    Default Re: Edge of the Empire General Discussion Thread

    Hmmm. There's a bit of a sale on books in my country's amazon for the next two days. I have been reading EotE and rather enjoying it, interested in running a game. Are there any supplements I absolutely should not miss?

  6. - Top - End - #186
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    NecromancerGuy

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    Default Re: Edge of the Empire General Discussion Thread

    @Invader

    One would assume, but oddly, google search for much of anything EotE comes up pretty slim. A bunch of blogs and stuff that don't have too much information. I may put one together cause I keep finding bits and pieces, if I do you'll be sure to see it here.

  7. - Top - End - #187
    Ettin in the Playground
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    Quote Originally Posted by Drascin View Post
    Hmmm. There's a bit of a sale on books in my country's amazon for the next two days. I have been reading EotE and rather enjoying it, interested in running a game. Are there any supplements I absolutely should not miss?
    It really depends on what kind of game you want to run- FFG did a great job discilling campain styles into individual books.

    Of course you have the scum/rebel/prequeljedi split in style, but beyond that, the Explorer book has advice for exporation games, the Hired Gun book has advice for Schlock-Mercenary style hack and slash campains, the colonist book has advice for running "average joes trying to make a living", the Ace book in AoR has advice for Starfighter focused games, and the Smuggler book has advice on, well, smuggling.

  8. - Top - End - #188
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    Quote Originally Posted by Stormthroe View Post
    @Invader

    One would assume, but oddly, google search for much of anything EotE comes up pretty slim. A bunch of blogs and stuff that don't have too much information. I may put one together cause I keep finding bits and pieces, if I do you'll be sure to see it here.
    That's to bad. My group and I haven't really dove into the game yet because we just finished up our 3.5 game this past Tuesday. I'd be willing to offer up suggestions for a good comprehensive list. I bet we could enlist Rakaydos and Funble Jack as well. It's to bad there's not a bigger following for the game here in the playground because I really prefer this community over the one on Fantasy Flights forums.
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  9. - Top - End - #189
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    Quote Originally Posted by Rakaydos View Post
    It really depends on what kind of game you want to run- FFG did a great job discilling campain styles into individual books.

    Of course you have the scum/rebel/prequeljedi split in style, but beyond that, the Explorer book has advice for exporation games, the Hired Gun book has advice for Schlock-Mercenary style hack and slash campains, the colonist book has advice for running "average joes trying to make a living", the Ace book in AoR has advice for Starfighter focused games, and the Smuggler book has advice on, well, smuggling.
    When I start my campaign I'm going to be running mostly edge careers because that's what my players want to play, with the Onslaught at Arda campaign because it sounded like a much more interesting module than Jewel of Yavin. They give a few suggestions for that setup, I just hope the story still makes as much sense. I haven't read the whole module but it seems like you'd basically be enlisted in the rebellion as much as you end up working for them.
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  10. - Top - End - #190
    Ettin in the Playground
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    Quote Originally Posted by Invader View Post
    When I start my campaign I'm going to be running mostly edge careers because that's what my players want to play, with the Onslaught at Arda campaign because it sounded like a much more interesting module than Jewel of Yavin. They give a few suggestions for that setup, I just hope the story still makes as much sense. I haven't read the whole module but it seems like you'd basically be enlisted in the rebellion as much as you end up working for them.
    As the gm, I would probably read the AoR core book and the Hired Gun book, and split the difference- mercenarys with a contract with the rebelion.

  11. - Top - End - #191
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    NecromancerGuy

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    Default Re: Edge of the Empire General Discussion Thread

    Surely. I have only recently hopped on this forum, and while I've seen my fair share of arguements over mechanics, interpretations, and general fiction or fluff, the group overall seems tight knit and pretty knowledgeable.

    Also, an update: Got the first game together just playing the starter set, the group loved it. I figure I'll tackle a few more pregenerated adventures before I start throwing my own together. The only problem I'm having as a GM thus far is the way group dynamics work in Star Wars; while it might make sense to form a mercenary band among friends, the spread of backstories and each of my players can be hard to really bring together, especially with the obligation function that makes it tough to really bring everyone together. What are you folks' opinions and ideas for how to bring groups together? I resorted to the whole "You are in a cantina" trib for the start of Escape from Mos Schuta, essentially bringing my bounty hunter, slicer, and smuggler together from their various reasons to having ticked off the Hutts. One idea I've had is essentially having one of the players be the "recruiter" who gathers some specialists for a job he or she has been hired to complete. For example, the bounty hunter character in the group was hired to investigate a lost ship, and hires a pilot and a technician to assist him for one of my own homebrewed campaigns. The only trouble I have with this is that some players will take that title of "employer" a bit too seriously, and with my group not always being consistently the same folks, I'm a bit hesitant to place anyone in that position.

  12. - Top - End - #192
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    Default Re: Edge of the Empire General Discussion Thread

    Interesting houserule we tried out the other night, to fix a problem we'd been having with Destiny Points. See, it rarely seemed to matter that we had more Destiny Points than 2--they were stagnating, because every time we spent a point, the GM would just spend a point right back, giving us both upgraded dice. It was effective, but kinda boring.

    So here's what we houseruled, and it was two parts. One, you can spend as many Destiny Points as you want on a roll. Two, when you spend Destiny Points, they don't go to the other player until the end of the scene.

    And this actually works really well! There's a lot more "surge of points" moments, and now it matters what totals are. In a scene going poorly for us, we tend to pour as many Destiny Points as we can, which gives the GM tons of Destiny Points for the next scene.
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  13. - Top - End - #193
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    Quote Originally Posted by CarpeGuitarrem View Post
    Interesting houserule we tried out the other night, to fix a problem we'd been having with Destiny Points. See, it rarely seemed to matter that we had more Destiny Points than 2--they were stagnating, because every time we spent a point, the GM would just spend a point right back, giving us both upgraded dice. It was effective, but kinda boring.

    So here's what we houseruled, and it was two parts. One, you can spend as many Destiny Points as you want on a roll. Two, when you spend Destiny Points, they don't go to the other player until the end of the scene.

    And this actually works really well! There's a lot more "surge of points" moments, and now it matters what totals are. In a scene going poorly for us, we tend to pour as many Destiny Points as we can, which gives the GM tons of Destiny Points for the next scene.
    I thought there was a rule that stopped players/gm from using a point to counter a point?
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  14. - Top - End - #194
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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Rakaydos View Post
    As the gm, I would probably read the AoR core book mand the Hired Gun book, and split the difference- mercenarys with a contract with the rebelion.
    Unfortunately I don't have either of those books but I was going with mercenary/smuggler delivering supplies and get wrapped in the conflict. I might just have to be creative for why they stick around.
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  15. - Top - End - #195
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    WolfInSheepsClothing

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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Invader View Post
    When I start my campaign I'm going to be running mostly edge careers because that's what my players want to play, with the Onslaught at Arda campaign because it sounded like a much more interesting module than Jewel of Yavin. They give a few suggestions for that setup, I just hope the story still makes as much sense. I haven't read the whole module but it seems like you'd basically be enlisted in the rebellion as much as you end up working for them.
    As a thought, you could have them get hired as freelancers for the rebellion or better yet, if it can tie in with one of the players obligations,perhaps debt, oath or family, could be a helpful work around for using Edge characters instead of Age.
    A changling, a mage, a demon and a werewolf dressed like ninjas riding velociraptors, either that's awesome or we may have jumped the shark.

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  16. - Top - End - #196
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    Quote Originally Posted by Invader View Post
    I thought there was a rule that stopped players/gm from using a point to counter a point?
    Well, not an actual counter, but "if you're gonna upgrade, I may as well upgrade too!" It kinda got stale. I haven't thoroughly read the rules on this game, admittedly, but the GM seems to think it's kosher to spend right back.
    Ludicrus Gaming: on games and story
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  17. - Top - End - #197
    Ettin in the Playground
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    Default Re: Edge of the Empire General Discussion Thread

    Spend destiny on "Thank goodness i remembered X" instead of boring dice rolls.

  18. - Top - End - #198
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    WolfInSheepsClothing

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    Default Re: Edge of the Empire General Discussion Thread

    Anyone know when exactly the F&D core will be available to get? Any speculation on what worlds may be added to their galaxy section?
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  19. - Top - End - #199
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    Default Re: Edge of the Empire General Discussion Thread

    The F&D Beginner box set is due for release soon as they've just shown previews for it on their website so hopefully next couple of weeks, the core rulebook for Force & Destiny should be out by GenCon since previous years they were available at that convention.

    Keep an eye on their website and forum for updates on that.

  20. - Top - End - #200
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    Default Re: Edge of the Empire General Discussion Thread

    Finally starting our campaign next week after months of delays and scheduling conflicts. Not sure whether to run the box set or jump right into character creation and Onslaught at Arda.
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  21. - Top - End - #201
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    Default Re: Edge of the Empire General Discussion Thread

    So here's a question: how have people been using Obligation in their sessions? Our GM has drifted to treating it like an A-plot for sessions, using it to spotlight a character, which meant that he got fed up with rolling randomly and just decided to cycle through all of our Obligations. It's not the worst thing in the world, but I feel like he's doing it wrong.
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  22. - Top - End - #202
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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by CarpeGuitarrem View Post
    So here's a question: how have people been using Obligation in their sessions? Our GM has drifted to treating it like an A-plot for sessions, using it to spotlight a character, which meant that he got fed up with rolling randomly and just decided to cycle through all of our Obligations. It's not the worst thing in the world, but I feel like he's doing it wrong.
    Personally I'm not a fan of forced RP and I probably won't be using it. I was turned off of those aspects of 5th edition as well.
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  23. - Top - End - #203
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    NecromancerGuy

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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by CarpeGuitarrem
    So here's a question: how have people been using Obligation in their sessions? Our GM has drifted to treating it like an A-plot for sessions, using it to spotlight a character, which meant that he got fed up with rolling randomly and just decided to cycle through all of our Obligations. It's not the worst thing in the world, but I feel like he's doing it wrong.
    I find that obligation can be forced RP, but I have been using it as almost a story additive. My players did not start with any obligation in our current campaign, and they have earned it in a few ways; one earned it by paying a smuggler to get him some illegal weapons during the campaign, and the other earned his first obligation by fighting some stormtroopers when they were being questioned for an unrelated crime. It all depends on their actions how I use the obligation.

  24. - Top - End - #204
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    MindFlayer

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    Default Re: Edge of the Empire General Discussion Thread

    Your GM isnt necessarily wrong (obligation can be used in many loose ways), but he's definitely ignoring the advice in the rulebook.

    Obligation doesn't require the plot point to actually come up, only that it be alluded to in role play and cause some strain in the party. It may simply be a character being stressed and preoccupied about their obligation, causing a mechanical strain penalty and informing inter-party roleplay. I treat it more as a "tension" generator for the session.

    The book suggests as much in the entries on obligation. It's explicitly recommended that you shouldn't feel obligated to derail the current plot, just to shoehorn in a plot hook.

    Since double digit rolls inflict a stronger strain penalty, such results probably warrant a plot development, but lesser results can be treated more lightly.
    Last edited by Ceiling_Squid; 2015-06-13 at 12:13 AM.

  25. - Top - End - #205
    Ettin in the Playground
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    Default Re: Edge of the Empire General Discussion Thread

    I'm putting together some houserules together for a "grittier" Edge of empire experience... tell me what you think.

    PCs no longer have a Wound threshold- add what would have been your wounds to your strain and replace all Toughness talents with Durability talents. When a PC is hit, they take the damage of the attack, half that damage (rounded down) as strain, and a critical. Add the PCs current damage twice to the critical d100 roll. (add vicius and lethal blows, but NOT the number of criticals the PC already has)

    Stims recover strain, keeping PCs on their feet longer, but wounds keep adding up until you roll a 150 or higher on the crit roll. (and you die)

  26. - Top - End - #206
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    Default Re: Edge of the Empire General Discussion Thread

    Me and my group all have experience with this game, and a topic of conversation that has persisted during our last few meetings is playing a campaign in this system where all the PCs are playing as Imperial Stormtroopers. For various reasons, we have come to the conclusion I should write and run this campaign, which I find an interesting prospect, but seeing how official material for doing such a thing is non-existent, I figured I'd come here.

    I'd like to hear any suggestions or ideas anyone has for how to run this, and my established ideas are as follows: I'd be using the Age of Rebellion classes. The campaign begins a shy five months after the events of Revenge of the Sith, so the Empire has just come into being, is still using mostly clone soldiers and equipment and enjoys an immense amount of public support. The PCs are one of the first Stormtrooper teams deployed, as part of a cleanup campaign to scrap the droid army (seizing deactivated war material and direct combat in a few place where short range, substitute control signals have reactivated them), reassert control and presence on seceded planets, fight against criminal elements, crush fledgling rebellions (they responded enthusiastically to a proposed deployment against a Gungan revolt) and test Imperial prototypes. The force sensitive class is something I will allow, but taking it will eventually draw the attention of the Inquisition, which is a gamble. I'm overall drawing inspiration the most from the TIE Fighter flight simulator.

  27. - Top - End - #207
    Ettin in the Playground
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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Trickquestion View Post
    Me and my group all have experience with this game, and a topic of conversation that has persisted during our last few meetings is playing a campaign in this system where all the PCs are playing as Imperial Stormtroopers. For various reasons, we have come to the conclusion I should write and run this campaign, which I find an interesting prospect, but seeing how official material for doing such a thing is non-existent, I figured I'd come here.

    I'd like to hear any suggestions or ideas anyone has for how to run this, and my established ideas are as follows: I'd be using the Age of Rebellion classes. The campaign begins a shy five months after the events of Revenge of the Sith, so the Empire has just come into being, is still using mostly clone soldiers and equipment and enjoys an immense amount of public support. The PCs are one of the first Stormtrooper teams deployed, as part of a cleanup campaign to scrap the droid army (seizing deactivated war material and direct combat in a few place where short range, substitute control signals have reactivated them), reassert control and presence on seceded planets, fight against criminal elements, crush fledgling rebellions (they responded enthusiastically to a proposed deployment against a Gungan revolt) and test Imperial prototypes. The force sensitive class is something I will allow, but taking it will eventually draw the attention of the Inquisition, which is a gamble. I'm overall drawing inspiration the most from the TIE Fighter flight simulator.
    It sounds like you are aiming for a more heroic stormtrooper corps, the best of the non clones, the first allowed to join their elite ranks from the prestigius academy at Cardia. I suggest considering the Knight level rules from F&D: 150 non-stats XP, 9000 (+500+ cretits of gear.

  28. - Top - End - #208
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    Quote Originally Posted by Rakaydos View Post
    It sounds like you are aiming for a more heroic stormtrooper corps, the best of the non clones, the first allowed to join their elite ranks from the prestigius academy at Cardia. I suggest considering the Knight level rules from F&D: 150 non-stats XP, 9000 (+500+ cretits of gear.
    That's actually kind of the "trick" I'm setting up on my players. In the early game, everything they do is completely reasonable and non-villainous. As I said, cleaning up the droid army, protecting relief supplies for war ravaged worlds, very normal operations. As the game continues and they climb the ranks, the things they get ordered to do gradually ramp up in immorality. Overthrow the civilian governments on Separatist worlds, protecting supplies produced by strip mining worlds, participating in joint Imperial-Trandoshan slaving operations, quietly eliminating suspected terrorists and finally being sent to break up protests utilizing violence. And that's if none of them get involved with the Empire's shadowy circle of dark siders.

    I want to avoid something like the heavily engineered catch-22 paladin trap situations, but rather demonstrate a more gradual slide into darkness and hopefully really get my players roleplaying people who are willing to perform ever gradually more immoral things because all the things they've done up to that point have helped the people of the galaxy.

  29. - Top - End - #209
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    DruidGirl

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    Default Re: Edge of the Empire General Discussion Thread

    Has anyone tried running AoR using rival Corporations instead of just against the Empire?

    So for example we have a business trying to stop being absorbed as part of a megacorp with a subplot that another corporate with better Imperial contacts will do the same to them at a critical moment (by that I mean use the PCs to keep them off balance enough for them to waltz in and take it over) however the PCs are then blamed for the key events the Imperial Corp was actually responsible for so for the first season they're trying to build their new business only to find themselves with a recurring nemesis only for the end of the first season they discover they were being used and then set up for a series of Terrorist acts committed by their former ally and spend most of the second season rebuilding their lives before attempting to prove their innocence.

    Of course for the third season we discover the Empire's actions forces them to go Blake Seven and build their own rebel organisation...

    Maybe a bit too soon or too much?
    Last edited by Hopeless; 2015-06-15 at 03:48 AM.

  30. - Top - End - #210
    Ettin in the Playground
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    Default Re: Edge of the Empire General Discussion Thread

    Who would be interested in a Starfighter based game?

    Call it... Tie Fighter 2: Rise of Thrawn. :3

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