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Star Wars Edge of The Empire RPG Core Rulebook, by Fantasy Flight Games
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The Star Wars universe is at your fingertips! The Star Wars: The Edge of the Empire Core Rulebook is a role playing game that explores the places across the galaxy where morality is gray and nothing is certain. It contains everything that players and GMs need to conduct their adventures as smugglers in the Outer Rim, to collect bounties on the scum in the shadows of Coruscant, or to establish new colonies beneath the Empire's notice.
- Sales Rank: #26898 in Toys & Games
- Brand: Fantasy Flight Games
- Model: SWE02
- Published on: 1679
- Released on: 2013-04-30
- Original language: English
- Number of items: 1
- Dimensions: 1.25" h x 8.50" w x 11.00" l, 3.80 pounds
- 448-page rulebook contains everything players and GMs need to start roleplaying in the Star Wars galaxy
- Focuses on story-rich locations where morality is gray and nothing is certain
- Concise rules guide players through quick character creation and advancement
- Extensive background information helps players and GMs expand their adventures in the Star Wars universe
- A complete introductory adventure launches players into action!
From the Manufacturer
The Star Wars universe is at your fingertips with the Star Wars�: The Edge of the Empire™ Core Rulebook, the heart and soul of your Edge of the Empire campaign. Participate in grim and gritty adventures in places where morality is gray and nothing is certain. Ply your trade as a smuggler in the Outer Rim, collect bounties on the scum that live in the shadows of Coruscant, or try to establish a new colony on a planet beneath the Empire’s notice. The 448-page Core Rulebook includes everything players and GMs need to begin in their Star Wars roleplay campaign: An introduction to roleplaying in the Star Wars universe Concise rules allow you to quickly generate and advance all manner of memorable characters Clear descriptions of the game’s skills and talents Convenient charts of weapons, gear, devices, starships, and vehicles Rules for conflict, combat, and Force Sensitive Exiles in an Edge of the Empire campaign Extensive background information on the Star Wars universe, its systems, laws, and criminal organizations A wealth of advice for GMs on how to create and run an Edge of the Empire campaign A complete, introductory adventure to launch players into action.
Most helpful customer reviews
103 of 109 people found the following review helpful.
Excellent Star Wars Role-playing Game
By Reasonable Reviewer
My first exposure to Star Wars role-playing was West End Games' (WEG's) Star Wars (SW) D6 role-playing game.
This is the first RPG to come along since that truly captures the SW feel.
First, the book comes in at a whopping 448 pages! The book is lavishly illustrated and sewn and glued so that this volume will last you through years of rough treatment.
The folks at Fantasy Flight Games (FFG) are known for high quality gaming products that are produced by role-players for role-players. You can see that this game was an act of reverence for the SW setting.
As you open the front cover, you will find a smallish pamphlet that says "read this first." It lays out the basics of play for the complete novice. The tome is laid out in a completely logical flow beginning with how to play the game and how to generate characters. FFG has a unique approach to modeling action success and opposed activities that hinge on Skills and Talents. Skills are just as they sound. These are activities that the player character has been trained and educated in. Talents on the other hand are aspects or character chrome that give bonuses under certain circumstances, but more than just a mechanic, Talents tend to define a character. For example, the character may have the Talent "command" that indicates that the character has a knack for leadership. The "hunter" talent gives the character in any situation where a skill associated with hunting is used.
The main mechanic in FFG's SW RPG is rolling a dice pool and determining if there are more success rolls than failure rolls. The dice pool is composed of specialized dice. (You can either buys these separately or get them as part of "the Edge of the Empires Beginner's Game Star Wars: Edge of the Empire Beginner Game.")
Characters have six abilities: brawn, agility, intellect, cunning, willpower, and presence. The raw score of these determine how many ability dice are used as a base for the roll. For example, if Glognar has a cunning of "3" and wanted to use an untrained skill, say deception, relating to cunning then Glognar would roll "3" ability dice. If the skill is trained then the player can substitute one proficiency die (with correspondingly better results) per skill level for an ability die. Using the same example, say Glognar had two levels of skill in deception, he could substitute two proficiency dice for two of the ability dice. He would roll two proficiency dice and one ability die.
There are negative dice too. Nearly every dice pool will include at least one difficulty die. The number of difficulty die is directly related to how challenging the attempted action is. For example, shooting a blaster at longer and longer ranges adds more and more difficulty dice. Under some circumstances, difficulty dice are swapped with challenge dice in the same way that ability dice are substituted with proficiency dice. For example, if the player is trying to outwit an opponent who is trained in streetwise, the gamemaster would substitute challenge dice for the difficulty dice for every level of streetwise.
Finally, there are situational dice, boost and setback. If there circumstances are particularly favorable, the gamemaster might rule that a boost die should be added to the pool. If things are more challenging, e.g., it is dark, then the gamemaster might add a setback die to the pool. Specific skills and circumstances that add die to the pool are laid out in detail in the book.
The more advanced dice add new potential results from the dice pool. There are advantage and threat results. These cancel one another the same way that success and failure rolls do. Uncancelled advantage results mean that the player has experienced the opportunity for a positive consequence or side effect. Uncancelled threat results have the opposite effect. So, even though a character may succeed, there may be some negative consequence. Some skills have special results when a certain number of special results are rolled. The triumph and despair symbols are the ultimate ends of the die rolling spectrum. They are rarer than the other results and have a larger impact.
One of the neat aspects of the dice pool is that the players and gamemaster know why a character succeeded as well as whether the action was successful. If the proficiency dice had all of the successes for a roll then the group could say that it was the character's training that saved the day. If the setback die had the one extra, uncancelled failure then the group might surmise that it was the dark conditions that prevented the action from being successful. You see the possibilities.
I loved the WEG D6 SW game, but one of the limitations of the WEG D6 edition was that there was a limit to how far a character could advance before almost any action became trivial.
It would take a long time to reach such a limit in this current, FFG version.
I could go on writing for a long time given the size of the material, but one more example suffices to show the depth of the game. Adversaries are divided into three categories, minions, rivals, and nemeses. Minions are individually easy to defeat, but they add some of their abilities together, making large numbers of minions quite formidable. Rivals are the next level up, and they can be individually challenging, but typically are less capable than the average player character. Finally, nemeses are just as capable or even more capable than most player characters. In fact, there are some talents that only nemeses can have.
The FFG team has produced a wonderful new addition to the RPG library. I highly recommend this product. My group will be playing this one for years.
In service,
Rich
5 of 5 people found the following review helpful.
something awesome happens: the game goes beyond traditional RPG narratives
By Jason Walsh
Overview:
The FFG Star Wars RPG distinguishes itself from others by keeping the game off the table, and in the story between friends. It is a game where you're focusing less on measurements, maps, and pieces, and more on the actual narrative. In my opinion, this makes it one of the strongest RPGs of all time.
Dice:
So, the unique thing about the FFG SW is the dice mechanic, which actually accounts for other narrative moments beyond success or failure. What I mean is, you could succeed at a check, but also generate a negative outcome at the same time; even though that negative 'thing' doesn't apply to what you did, it can still have dramatic effects on the story.
So, let me give you an example: Joe the Slicer is trying to open a door. He could fail at the check for the door, but accidentally generate advantage, which would kick another narrative bonus in...so the door stays locked, but Joe accidentally opens a nearby locker that has some medkits in it.
It's a mechanic that creates incredible twists and turns throughout the story, and one I wish they would adapt into many other games!
Characters:
This is also the other incredible part of the game; FFG doesn't just let you build "yourself as a smuggler". In the character creation process, you actually have to give your character all kinds of complex, negative baggage. They force layers onto your character, so it's not just "you in armor"; you're actually motivated (and rewarded) by playing someone with depth.
Conclusion:
When these different game mechanics work together, something awesome happens: the game goes beyond traditional RPG narratives. The character depth and dice rolls lift stories to a whole new level, creating exciting, more natural interactions. It's a game I highly recommend!
4 of 4 people found the following review helpful.
great with minor drawbacks that I overexplain
By Joshua Hay
This is a great rulebook, with a couple of drawbacks. I am new to GMing RPGs with a group that is new to playing them - everything has gone smoothly up to this point, playing a beginner game and fudging our way around character creation with some online cheat sheets and my remembrance of the process instead of with the rulebook. While that is not directly pertaining to the book - it is an opinion on the rule-set and its accessibility so it may be valuable. I also play as a character with my local gaming store.
My shipper took a while to ship, but that seems reasonable as it is a heavy book and it was well protected, in perfect condition on arrival. Now that I have the rulebook, I have started drafting up my first proper adventure to run with them, and it has been excellent.
The artwork is gorgeous, and the book is filled with it. Compared to the insane amount of art found in the book, the dry, bland "rules only" pages are few and far between. Even most of the more boring pages will have diagrams of weapons or gear being described, or something along those lines. The rules regarding how they work when in play are very streamlined. Even things that may feel more fiddly when you initially introduce them, are quickly seen to be contributing to the "Star Wars" feel. I love Star Wars, I love socializing, I love storytelling - basically this book was the perfect way for me to get into the RPG scene. It's no surprise I like it, and I can only expound on that I do in so many ways.
So, I will turn to list some bad things. While I may list several or more than I list positive things, that's only because they are easier to quantify than positives and do not reflect the overall quality. The first major issue is the dice. I love the way the dice system works, but they simply overcharge for them. I managed to get mine in a beginner copy, and a set from Amazon for around $8. However, you *will* eventually need to roll more dice than one set can give you, and at MSRP will dump $30 into two sets to be capable of them. There's a chance you go beyond even that many. Try and get them for cheap, try and have everyone pitch in a set, or whatever you can. This isn't a "rulebook" critique, but as it is so crucial it's important to state here.
As for the rulebook proper, dice requirements out of the way, it is generally well written and my criticisms come down to personal preference. Many times, the specific rules required to utilize something mechanically in game (e.g. how a certain weapon works, what benefits a certain armor gives you, etc.) are hidden in a more narrative and thematic explanation. While the ability to reference a thematic explanation is great for keeping everything consistent, it can be difficult to have to search for a rule in a pinch and then have to look through paragraphs of pure fluff to get to it. My only other complaint is that it very occasionally does not provide enough examples of a thing. It gives around three effects you can apply for advantage, and then says "or anything else that makes sense". While that's all fine, it can be difficult to think on your feet well enough to do that, and "take a strain for [blah scene related reason why]" is too easy to fall back on. It could have listed just a few more, and then at least you would have twice as many fall back options.
But overall, great.
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