For those favouring Imperials, is it possible to run a campaign from the Imperial perspective?
Not with the materials presented in the beginner box - it lacks character generation entirely, giving only 4 characters and those being fully pre-genned.
The Beta doesn't really support active military type characters, either, tho' that's more a matter of lacking the right classes - mechanically, it's easily handled once the right classes exist.
Thank you very much for this. The beginner box is not for me then, nor is the Beta. I'll wait for the core rule book. When is that coming out?
Nor will be the core book, unless they are adding a bunch of untested classes to it.
The mechanics themselves will work fine, but the Core Book is expected to use the same classes as the beta.
Class - Specialties
Bounty Hunter - Assassin, Gadgeteer, Survivalist
Colonist - Doctor, Politico, Scholar
Explorer - Fringer, Scout, Trader
Hired Gun - Bodyguard, Marauder, Mercenary Soldier
Smuggler - Pilot, Scoundrel, Thief
Technician - Mechanic, Outlaw Tech, Slicer
Of these, Colonist could fit an imperials game, but not an active duty one. Assassin could be an Emperor's Hand, save for the point totals being way too low to reasonably be an EH. Technician-Mechanic is probably close enough to fake Imp. Navy. The Smuggler-Pilot's talent tree is a bit daredevilish for Imp Navy. Ground Forces and Stormtroopers are not well represented by the hired gun class - tho' it is the talent tree that'll get you, not the skills list.
If you're familiar with the 40K based games (Dark Heresy, Rogue Trader, Deathwatch, etc), the same dichotomy of talents vs skills exists. Talent trees are a big part of the long-term feel of the game, especially since attributes don't raise in play except through talents (expensive and hard to get ones, at that).
The default setting, as noted by WittyDroog, is neither Imperial nor Rebel - it's merchants and criminals. It's Firefly-in-Star-Wars. Players could easily be drawn into pro-imperial acts as easily as pro-rebel, or even anti-both.
It's easily done with the Beta to have a group with pro-imperial leanings - A politico or scholar, his bodyguard, their pilot and engineer, and maybe an assassin. In fact, the beta has provisions for PC's having ties to the Empire (in Obligation and in Motivation). Heck, my group has ties to two different Hutts…