Star Wars Edge of Empire Roleplaying Game Materials
- Core Rulebook (big, thick book)
- Enter the Unknown source book
- Beginner's Game package
- GM Screen
Please respond in thread and I will reach out to you for the address.
Moderator: The Preacher
I have two of the items (core book and starter set) and have played a bit.Punisher wrote:So how difficult is this game?
The family and I have just started to get into having some game nights and starting with some board games. Zombicide right now..
Mostly adults playing, but one 12 year old as well.
I guess this needs a GM as well? I haven't GMed a game in over 25 years, so I am woefully out of practice (and it would fall to me to do so)
We all do like Star Wars to varying degrees (My wife, son and I the most... His fiance and her 12 year old sister to a lesser degree)
So wouldn't want to grab this from someone else that would have a more definite use of it, but even if I end up buying it on my own to add to the pile of games I have been gathering over the past few months, I am still curious as to the difficulty level of GMing and playing..
Short version: You have different levels of success and failure, rolled on multiple dice. You can succeed or fail straight up, but you can also succeed with a cost (like hacking the terminal, but upping the security alert for future terminals in the process), fail with benefits (the 'miss, but get smoke in their eyes' example earlier, giving the target a penalty to his next action), succeed with benefits (the example of hitting one guy and him bumping his ally out of cover, giving your teammate a better shot at him), etc.Punisher wrote:Thanks for the info BlackHawk...
The mechanic does sound interesting..odd...but interesting.
OK. That clarifies it... It's not a true requirement, but like other RPG's it is better with more actual role playing. This is better because if my group does play it, I can ease them into the RP aspects..Blackhawk wrote:Short version: You have different levels of success and failure, rolled on multiple dice. You can succeed or fail straight up, but you can also succeed with a cost (like hacking the terminal, but upping the security alert for future terminals in the process), fail with benefits (the 'miss, but get smoke in their eyes' example earlier, giving the target a penalty to his next action), succeed with benefits (the example of hitting one guy and him bumping his ally out of cover, giving your teammate a better shot at him), etc.Punisher wrote:Thanks for the info BlackHawk...
The mechanic does sound interesting..odd...but interesting.
All the dice tell you is whether you succeed or fail, and how many benefit/penalty 'points' you get (you can spend them from a list.) If all you do is use the numbers, it gets really dull, really fast. If you dress it up in pulpy action tropes, it is a lot of fun.
So you want the books?Punisher wrote:OK. That clarifies it... It's not a true requirement, but like other RPG's it is better with more actual role playing. This is better because if my group does play it, I can ease them into the RP aspects..Blackhawk wrote:Short version: You have different levels of success and failure, rolled on multiple dice. You can succeed or fail straight up, but you can also succeed with a cost (like hacking the terminal, but upping the security alert for future terminals in the process), fail with benefits (the 'miss, but get smoke in their eyes' example earlier, giving the target a penalty to his next action), succeed with benefits (the example of hitting one guy and him bumping his ally out of cover, giving your teammate a better shot at him), etc.Punisher wrote:Thanks for the info BlackHawk...
The mechanic does sound interesting..odd...but interesting.
All the dice tell you is whether you succeed or fail, and how many benefit/penalty 'points' you get (you can spend them from a list.) If all you do is use the numbers, it gets really dull, really fast. If you dress it up in pulpy action tropes, it is a lot of fun.