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Showing posts with label Roleplaying+Star Wars. Show all posts
Showing posts with label Roleplaying+Star Wars. Show all posts

Saturday, 26 January 2013

Review of Star Wars: Edge of the Empire Beginner Game



Alright then... so that's the card (board?) game players and miniature game players taken care of. But what about roleplayers? Fear not! Next up are my review of FFG's recently released Star Wars: Edge of the Empire Beginner Game (or just Beginner Game for short). You noticed I wrote review and not first impressions like I said earlier. As I kept writing the whole thing simply became a bit too comprehensive for some mere first impressions so I decided to give it the proper review treatment. While I haven't actually played it yet I think my grip on the system and the setting is firm enough to warrant it. :)

Back since that announcement, yes you know which one I'm talking about by now, the game I was most interested to hear about was a new Star Wars rpg. I had a gut feeling that FFG might try and develop the system they created for Warhammer Fantasy Roleplay 3rd ed. further, as it had a certain cinematic feel to it. In August last year FFG announced the new rpg and the beta prior to its release. After reading the preview I discovered that my hunch had been correct and the game would indeed use the WFRP3 system at its core. Good news I thought, as I quite like WFRP3!

FFG decided to do a big beta project to get input from the player community and although I didn't participate directly I read a lot about it and wrote down my thoughts on the game.  From what it seemed Edge of the Empire would indeed be using a refined version of the WFRP3 system; refined meaning some changes in the rules but mainly the removal of the huge amount of tokens and cards that WFRP3 was built on. Now, I like the idea of the cards and tokens - to have everything at your fingertips, and not need to flip through books - but with new cards and tokens being added with every expansion it soon became bloated and unwieldy. In fact I think "card fatigue" was one of the reasons our WFRP3 campaign kind of fizzled out after we finished The Gathering Storm. But streamlining an already solid system seemed great to me! Of course, new rules had to be added as well and character creation and evolvement have changed drastically from WFRP3. 

Now the main rulebook has still not been released, although it was recently "officially" announced, and we probably won't see it for another few months. To tide us over until then, and help attract non-rpg players, FFG has released the Edge of the Empire Beginner Game. A box including a slimmed down version of the rulebook, some pre-generated characters, an introductory adventure, dice and... some tokens(!). While I don't fit into the category of non-roleplayer who need to be lured into the fold, I do fit into the category of veteran roleplayer who gets way to excited about something and who doesn't have the patience to wait for the real deal. :)

So when the Beginner Box was released in late December I simply had to order a copy.


What You Get in the Box


Apologies for the many stock images. Didn't have time to take any pictures.

I mentioned briefly what you get in the box, but lets have a closer look. What first might catch your eye is a leaflet with the text "Read This First" at the top. I'll admit to not doing this as it's simply another "what is roleplaying?" text with an example of play. Good for someone completely new to the concept though. On the backside is the opening crawl of for the adventure 'Escape from Mos Shuuta' which is a pretty neat idea. Then there's the actual 32 page adventure book which is labeled "Read This Second". Finally there's the 48 page rulebook with the label "Read This Last". The idea is to be able to get started quickly as all the essential rules are introduced gradually in the adventure.

Besides books (and leaflet) there are four very nice looking pre-made character folders. They are all four pages with a full page cover art of the character and her backstory on the last page. Four pages might seem like a lot but the idea is that you'll flip to the next page when your character levels up, unlocking new abilities etc through XP. There is also a large fold out map, which I think might have been the main reason I bought this box. I love maps! On one side is the top down view of the interior of the Krayt Fang, a YT-1300 freighter the characters are trying to get hold of (it's got a Wampa rug!). On the other side are one larger map of Mos Shuuta and two smaller map of the local cantina and spaceport control. They all look very nice and are reminiscent of the excellent Mos Eisley map from WEG's old game.

An rpg without dice is a rare beast indeed, and the Beginner Game comes with a decent assortment of the special dice you will need when playing. 14 in total of seven different varieties. Again, if you are familiar with WFRP3 they will be fairly familiar, although there are some changes to how the dice system works. Finally there is a sheet of tokens you can punch out and use during the game. They consist of tokens for the player characters and the enemies they might encounter (including spaceships) as well as Destiny Point tokens that are used to keep track of the how many light or dark side Destiny Points are in play (they are doublesided).

On a final note I'm sad to report that the actual box this all comes in is simply rubbish. It's a packaging box - for delivery of the content to the store/customer - not a storage box - for the customer to keep the content in after she's purchased it. This is a shame as I thought I might use it as a general Star Wars rpg storage box, not I'll probably end up throwing it away instead. Sadface.


The Content

Alright, those are the physical components, but what I think you all are more interested in is the actual content of the game. Let's have a look at the rulebook first, and go through a very brief rules explanation.

When playing the game you roll a pool made up of the special dice mentioned above. As you assemble your pool you'll start with the positive dice - for your Ability and Skill scores plus circumstantial benefits you might be enjoying - and then you add the negative dice as instructed by the GM - for the difficulty and circumstantial disadvantages. You roll them all together and look at all the different symbols that come up. Most of the time a positive symbol of a certain kind have a respective negative symbol and the two cancel eachother out, so after you've taken the canceled dice out you're left with the net result. If you've managed to score more Success symbols than Failure symbols you have succeded in your attempt.

It doesn't stop there though as you might have succeded but still rolled a bunch of Threat symbols, meaning you succeded but with some detrimental side effect. The flipside is also true and you could fail but roll enough Advantage symbols to still manage to get some kind of advantage out of the situation. There are also Triumph and Despair symbols that are kind of like stronger versions of Advantages and Threats. Check the nearby table for more detailed descriptions.

Then there's the 12 sided Force die.... which is mystical. It isn't actually used in the Beginner game except for generating Destiny points at the beginning of each session. It's interesting since it can result in either light or dark side points, the twist being that there are more sides with dark side points, but the sides with light side points have higher values. This very much goes with the dark side not being stronger but quicker, easier, more seductive. Light Destiny points can be used by the players to boost their rolls, while dark Destiny points can be used by the GM. But when used by either the Destiny Point token is flipped over to the other side, so if the players use up all the remainging light Destiny points the GM have them all available to herself as dark Destiny points! A pretty cool balancing mechanic that seems in line with the whole Force thing. While I'm glad there are no jedi in this game (yet) I'm definitely looking forward to reading the force rules in the full rulebook!

So yeah... that's a lot of text just about the dice. But the thing is, if you get how the dice works you pretty much get the entire system. The rest is rather basic stuff: you have primary abilities, skills that enhance those abilities and talents that allow you to break the rules and do some cool stuff! When damaged you suffer physical Wounds and/or Strain which is more akin to exhaustion. You can also elect to suffer Strain voluntarily to get more maneuvers during combat.

Some of the tokens you get in the box.


It's pretty far from rules heavy (and rules strict!) systems like D20. In fact I think it has more in common with the modern indie rpg movement as it's very easy to play fast and loose and simply adjust on the fly and not get bogged down in detail; "That Stormtrooper shot out the lights. Ok, that means you have to roll an extra Setback die when attacking". I was going to say that the system is a bit abstracted, but I actually don't think it is. You might see it as abstract if all you've ever played is D&D with its grids and modifier minutae, but compared to most other rpgs I've read and played I'd say it's fairly middle of the road. It's abstracted in a way I think rpgs should be abstracted, that is to say it doesn't matter if the Rodian bounty hunter is 6.5 or 7 meters away, it simply matters that she's close. If I want that kind of tactical grid-infested play I'll go and pull out my copy of Descent or fire up SWTOR.

Sorry, going off on a tangent there.

The rulebook covers the basic of gameplay but doesn't go into character creation at all and, seeing as this is a beginner's game, the chapters on talents and character evolvement are quite short. However, there is a chapter on spaceships and spaceship combat which I was pleasantly surprised by! At the end of the book are chapters for equipment, starships and NPCs and I think the book actually includes more stuff than would strictly be needed for a beginner game. If you really wanted to this could last you quite some time - as long as you have the imagination to come up with further adventures.


The Adventure


Speaking of adventures... I haven't actually read Escape from Mos Shuuta. I flipped through it quickly just to get a sense of the layout and I read the 'How to Use This Book' section but that's about it. The things is, I dind't want to spoil it as there's a chance that I might actually get to play it! However, from what I have gathered from people who have played it and the backstory for the player characters it's centered around escaping Teemo the Hutt and aqcuiring a spacehip to make it off Tattooine. The adventure is quite short, usually lasting around two or three hours, which is probably the perfect lenght for a demo, but there's a much longer sequal available for download from FFG called 'The Long Arm of the Hutt' which should provide a couple more sessions at least.


The Characters

The four characters included in the box are Oskara the twi'lek Bounty Hunter, 41-VEX the droid Colonist, Pash the human Smuggler and Lowhhrick the wookiee Hired Gun. I wasn't sure what to expect of the pre-gens, but I ended up quite liking them! Their backstories are just the right length and have just the right tone for you to quickly get the characters. Are they slightly stereotypical? Yes, but in a good way; a way that allow new players to quickly find something familiar to latch on to.

Pash's character folder. Click for larger view.

The character folders of course include the character sheet with all the stats, but also explanations of what everything is and how the dice symbols work. It's all quite clearly laid out and should make it very easy for new players to get into the game. Flip the page and you've got an updated character sheet where you can choose and fill in your first character development(s). On the final page is a another character sheet with more space for filling in upgrades and the first start of that character's talent tree. Basically this makes it possible to play with the character and level her up a few levels before you'd need the main rulebook. Again, this is something FFG could probably have gotten away with leaving out entirely, so having it included is a nice bonus.

It bears mentioning again that the art is absolutely spectacular! FFG is known for having beautiful looking products but their new line of Star Wars games (that share art, naturally) might be my favourite so far. There is mostly new art, but now and then you come across something from an older game or one of Ralph Mcquarrie's pieces of concept art and it all blends well together. Awesome!

Oh I almost forgot! There are two more characters available for download from FFG if you have more than four players in your group, Sasha the Explorer and Mathus the Technician, both humans.


My Thoughts

I think Star Wars: Edge of the Empire Beginner Game is a pretty good product. If you belong to the target group of people new to roleplaying (or perhaps people new to non-D20 roleplaying). It's got a surprisingly comprehensive starter rulebook, well rounded characters that can be developed further and an adventure that (I hear) is a good introduction to roleplaying. What more could you want as a teenager just exploring this new medium?

On the other hand, if you are a rpg veteran like myself this is more of an appetizer as you wait for the main course and had the core rulebook been released on the same day I don't think I would have bought the beginner box. Although I'd love to play or run the adventure and the downloadable follow up, in the end I think what I will find continual use for in the future is the dice, the map and perhaps the tokens. On the third hand, it is a good rpg introduction and I could easily see myself running this as a demo for roleplaying in general more than once. And I've enjoyed reading through it and kind of getting warmed up for the core book that I'm assuming will be released in May or June. So for me I feel the box was worth the investment.

As for the system itself, I like it. They've taken the good things from WFRP3, left the baggage and streamlined it. In this game you won't end up with the huuuge dice pools of WFRP3 as you often upgrade or downgrade dice instead of simply adding more dice to the mix, meaning the size of the pool stay more or less constant. Difficulty is also a bit more fluid instead of the standard one difficulty die of WFRP3. I also like the Destiny Point system as its dual nature forces the players to really think about when to use it (because they know it'll come back and bite them in the ass!).

There are of course things missing form this paired down rulebook. While I didn't expect character generation to be in their I was a little surprised that Obligations didn't make it. Obligations in the main game is something every character have, it could be a dept or a promise or simply baggage that your character starts out with. It adds to the characters background but also figures in play as there as the Obligation in question can turn up when least expected - you run into a bounty hunter working for that Quarrian you owe money.

The full talent tree from the beta rulebook.

These are trifles though, and in the end I think this is a good way of trying to widen the hobby a bit. You will have to decide for yourself wheather you will find use for the Beginner Game or wheather you'll get more out of simply waiting for the core book. It's good at what it does, but what it does is fairly specific. With that said, I really can't wait to play it!


Star Wars week on Fire Broadside is in full swing and next up is a tactics article on how to play the Rebels in X-Wing. Expect to see it on Sunday.

May the Force be with you!



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Monday, 21 January 2013

Star Wars Week!!


Young Padawans, welcome to the annual(?!) Fire Broadside Star Wars Week!!

That's right, I've been planning for some future articles and it occured to me that almost all of them are Star Wars themed. So instead of spreading them out and writing other articles to go between them I decided to embrace the overwhelming Force of a galaxy far, far away...

So what does this mean exactly? Well, yesterday I played my first few games of Star Wars the Card Game with my good friend Anders (followed by Dust Warfare, but this is not the week for that) so the first article to pop up will be my first impressions of that game. Next up will be a proper review of X-Wing the Miniature Game. Seeing as it was my most played game of 2012 and I've managed to win two X-Wing tournaments I thought it was about time I sat down and really typed out my thoughts about the game.


Continuing in the theme of "impressions" the next article will be all about the new Star Wars: Edge of the Empire - Beginner Game RPG box. I got it just after Christmas and have spent some time reading the rulebook and oogling all the great art! While I have yet to play or run the adventure I think some first impressions are in order at the very least. Finally I will return to X-Wing to write a tactics article about how you should I play Rebels, or at least how I play rebels before Wave 2 of ships and cards hit the streets (although I think the tactics are sound even then).


Only three ships? Not my squadron of choice...

Besides that (What? You want more?!), I might squeeze in some small random Star Warsy stuff here and there. Maybe... if I have the time.

So with that I bid you farewell, although the LCG article should be up soonish.

May the Force be with you!
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Tuesday, 18 September 2012

Reflections on Star Wars: Edge of the Empire

I'm sure none of my astute readers have failed to notice the announcement and concurrent beta release of Star Wars: Edge of the Empire roleplaying game from Fantasy Flight Games. It's been a given that FFG would make a Star Wars rpg since they aqcuired the licence for miniature, card and roleplaying games set in the Star Wars universe two years ago (but not board games! Alas, we're destined to only seeing Star Wars themed Monopolies and chess sets until the end of time!). I was simply surprised at how well they've managed to keep it quiet up until the beta reveal!

Anyway, I haven't read the beta book (was tempted, but not $50 tempted) so my ramblings here are simply founded on stuff I've read online or heard from people who have actually read, or are reading, the book. Like Kosta.

First off, FFG has decided to copy their own line of successful 40k rpgs and release no less than three standalone core books for their Star Wars roleplaying game. It's interesting that this was originally an idea put forward by Black Industries and that FFG inherited, but how it has in the end paid off for them well enough to now do the whole thing over again. The first book is Edge of the Empire which will focus in the fringe worlds and the people who inhabit them - smugglers, bounty hunters, explorers, colonists... all kinds of space riff-raff. The next book (released a year later) will be Age of Rebellion - focusing on the rebell alliance and the galactic civil war. A year after that we'll see the relase of Force and Destiny featuring jedi and the force. I'm sure that won't be the end of it though and a new cycle of books featuring the prequal trilogy (or the old republic perhaps?) are sure to follow.

I've seen a lot of people complaining about not starting out with the jedi book as that is obviously the only thing anyone would ever want to portray in a Star Wars rpg! However, I'm happy to see that there seems to be just as many who appreciate this shift away from the glowstick afficionados and towards the grittier elements of the setting. As you might imagine I'm perfectly happy with this decision as I've always felt drawn more to the smugglers and bounty hunters. Again this mirror the development of the 40k rpgs where the first game focused on lowly inquisitorial henchmen and you weren't able to play actual Space Marines until the third core book was released, and that worked out pretty well!

From a financial standpoint I think it's a no brainer doing it this way (at least with a strong IP like Star Wars or 40k) since even the jedi wannabes will still likely buy Edge of the Empire (begrudgingly) so they can hack it and play as a jedi, and then they'll buy the force book later anyway. It's also well known that an rpg line is usually at its strongest around the launch of the core books and supplements immediately following it. Later as the books become more and more niche less people will get them and we enter into a downward spiral where books have to be niche not to cover stuff already released while this at the same time turn a certain percentage off buying them and so on. Breathing fresh life into the system by releasing new core books every year (and some core supplements for each book of course) is a smart way around this, although it can be frustrating retreading all the same ground you knew from the last book. Actually, Cubicle 7 recently announced that they won't be doing three separate core books for their excellent The One Ring rpg as originally planned for this very reason (they'll make sourcebooks instead). Commendable, yet perhaps FFG's plan is more future-proof.

On top of this yesterday FFG announced the Star Wars: Edge of the Empire Beginner Game, which is a boxed set with a thin rulebook (think quickstart rules but a little meatier), some pre-constructed characters and an adventure for them to run. There are also a couple of maps and a bunch of counters used for tracking relative movement etc. It's all very snazzy looking and even though this is obviously aimed towards people new to roleplaying I must admit I'm tempted. And again I think this is exactly what FFG is counting on. Many of us old veterans will still probably get this box just because we'll be able to get our hands on it sooner than the proper game. I think the price point ($30 from FFG but likely $20 from online retailers) is just about right to make me feel that I could probably get this and the proper game later on.

EDIT: Yepp, I got the Beginner Box a couple of weeks ago and have digested it enough to write a review. You can read it here.

The stuff you get in the Beginner Game. Swanky!

Hmm... that was a lot of ramblings about the rpg industry and FFG's business decisions. Let's have a look at the actual game shall we?!

I wasn't very surprised when I saw the similarities between FFG's 3rd edition of Warhammer Fantasy Rolepay and the new Star Wars rpg. It's their own in-house system (unlike the legacy system of 40k rpg) and while it's not been universally acclaimed I think most would agree that the core is solid. I ran a WFRP3 campaign for about a year and I can honestly say that I really like the system but I started to suffer from component fatigue as more and more supplements, containing more cards and tokens, were added. That is not to say that I'm not a fan of the concept of the cards and tokens! I think the idea is sound, it just got a bit out of hand with WFRP3.

It seems to me that they've got rid of the cards and (most of) the tokens but otherwise kept the dice pool and core mechanics. The largest change seems to be character construction and development as there are six different careers, each with three specialisations in the Star Wars rpg. Each career and specialization has its own little tree of skills that you can invest in, but you can also buy skills from other careers - creating a fairly open system where it's easy to customize your character the way you want it. Something I like. There are of course a bunch of races to choose from, including droid, Trandoshan and... Gand! Awesome! I'll be an ammonia sucking Gand smuggler for sure!

The game uses special dice with different symbols on them and FFG call them non-binary, meaning the result you get from them tells you more than just pass/fail. The dice pool system is definitely one of the best points of WFRP3 so I'm happy to see it make a return here. And it seems like the one drawback of unmaneagably large dice pools have been mitigated in this game as well. Neat!

Characters can (and most likely will) start the game with different Obligations. These are basically story hooks chosen by the players for use by the GM. There are some mechanics where you roll to see who's obligation will feature in the upcoming adventure but overall I see it as plot hooks. It's a nice idea to incorporate from the start as I think it will help new GMs especially. It also feels nice and Star Warsy, considering this is fringe characters we're talking about! What would Han Solo be without his huge dept to Jabba the Hutt?!

The Hired Gun career with skill tree.


Speaking of which, having an entire game devoted to the dirty underworld and slow backwaters of the Star Wars galaxy is pretty much a dream come true for me! While jedi and the rebellion are cool it's great to see another side being brought to light like this. I'm certainly one of those guys who feel that Star Wars is not what it once used to be since the release of the prequals but stuff like this certainly make me recall fond memories of playing with Han Solo and Boba Fett action figures as a kid! Pew pew!

The characters as a group also get a ship of their own. Either a YT-1300 Freighter (Millenium Falcon), a Firespray Patrol Ship (Slave-1) or a Ghtroc 720 Freighter (the Falcon crossed with a turtle). Seeing as FFG recently announced the Falcon and Slave-1 for their X-Wing miniature game I can see some synergy between the two games. Although combat in the rpg is quite abstract and models like that would most likely just for a bit of extra immersion.

The incredibly detailed Millenium Falcon model that will be released later this year.

Also there is a Force component in this new game. You can play as a force user and there are rules for lightsabers. They are simply not all that fleshed out and there are no rules for playing a jedi (not even a lightsabre skill! Ha!). This I like, as it allows you to play someone who is force sensitive but don't really know what to do with their powers... you know... kind of like Luke. And isn't that what should be the norm considering that Vader and the Empire have hunted down and killed pretty much all jedis?!!

So where am I going with all of this? I don't really know to be honest. All I can say is that I'm excited to see how it all pans out and I feel confident that FFG will at the very least make a good, solid game. However it remains to be seen if it will become anything more than that.

There are a lof of ropleplaying games that I want to play and/or lead. At the moment The One Ring is at the top of the list with the recent release of Tales of Wilderland (more on that book later. Spoiler: it's awesome!) but I wouldn't be surprised if Edge of the Empire might eclipse my desire to play TOR when it is released next year. Hopefully I'll have some people to play with by then.

So yeah... more Star Wars sheenanigans later. May the force be with you I guess!

EDIT: My fellow Swedish blogger Kosta is doing a series of posts about Edge of the Empire, chapter by chapter as he's reading it (in English). His posts about first impressions, character generation and skills are already up and more are to follow I'm sure.

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