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Alino

Thinking About Getting Into This

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Heyo! So I've been a big fan of Role Playing Games for a long while, or well, as long as somebody my age could be. (17 years old, got into my first D&D game 5 years ago, so I guess going by my age that's a reasonably-long time.)

Anyways, I've got some buddies that I Role Play with once a week, and we've been playing my own home-made RPG. (not set in the Star Wars universe or anything, it's just a fairly simple, easy-to-get into RP I made since they were rather new to Role Playing Games.) Well, I've been thinking about introducing them to something a bit more impressive, and I'm a huge fan of Star Wars and Sci-Fi settings, and of the three Star Wars RPs made by FFG, this one seems like the one I'd personally enjoy most, and, knowing my buddies, they'd probably like this the most as well. So, a few questions.

1 - What would be good to pick up for this game? I'm thinking about just the Beginner Game to start with, and then if my buddies enjoy it and are into it I'll probably get the Core Rulebook followed by getting a Game Master's kit, although I'd like opinions before making my final decision.

2 - How hard do you guys think it would be to introduce others to this game that have limited Role Playing experience?

3 - How many races are there in the game? (Or well, atleast in the core rulebook.) And would it be easy enough to add races not in the core rulebook, if one of the players wanted to RP as say . . . a gungan? (I say gungan because I seriously doubt that gungans are in the core rulebook, but you never know)

4 - Are there any good tutorials on youtube for GMing this game? I like trying to give my players the best experience possible, and I think I know more than enough about Star Wars to set up a nice campaign, although since this is new to me as well I'd like to be able to learn as much as I can about GMing this before attempting to.

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1. Box set is good, or core book, both fine imo.

2. No harder than any other RPG, probably easier in some ways since you won't have to deal with "but X and Y do it this way" whining so much.

3.  A crap ton.

4. Not sure, lotsa info here though.

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Also

Force and destiny is force users

Age of rebellian is empire vs rebels

Edge of the empire is finges of society, smugglers criminals etc. 

Pick a flavor to start. The 3 lines are fully compatible.

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2 minutes ago, Daeglan said:

Also

Force and destiny is force users

Age of rebellian is empire vs rebels

Edge of the empire is finges of society, smugglers criminals etc. 

Pick a flavor to start. The 3 lines are fully compatible.

I knew that bit, Edge of The Empire seems the most interesting to me (and my friends would probably enjoy that the most as well.) But thanks for letting me know anyways :D

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Not counting subspecies, there are currently 68 published species in this game. The core book usually has 8 published species in it, and a few of the species are repeated throughout the three lines. It's easy to make up new ones. Start out in all 2's, drop one ability score to a 1, bring one up to a 3, give a free skill rank, and a free rank in one ranked talent and put their starting XP score around 90-100XP. Most races (especially early on in the lines) follow that pattern.

Below is my current Species Master List:

Aleena - Nexus of Power
Anx - Savage Spirits
Aqualish (Aquala) - Dangerous Covenants
Aqualish (Quara) - Dangerous Covenants
Aqualish (Ualaq) - Dangerous Covenants
Arcona - Far Horizons
Arkanian - Disciples of Harmony
Bardottan - Nexus of Power
Besalisk - Special Modifications
Bothan - Edge of the Empire Core Rulebook, Age of Rebellion Core Rulebook
Caamasi - Desperate Allies
Cerean - Force and Destiny Core Rulebook
Chadra-Fan - Stay on Target
Chagrian - Lead By Example
Chevin - Far Horizons
Chiss - Enter the Unknown
Clawdite - No Disintegrations
Cosian - Disciples of Harmony
Devaronian - Nexus of Power, No Disintegrations
Drall - Suns of Fortune
Dressellian - Stay on Target
Droid - Edge of the Empire Core Rulebook, Age of Rebellion Core Rulebook
Dug - Special Modifications
Duros - Enter the Unknown, Age of Rebellion Core Rulebook
Elom - Forged in Battle
Elomin - Forged In Battle
Falleen - Fly Casual
Gand - Edge of the Empire Core Rulebook, Endless Vigil
Gossam - Desperate Allies
Gotal - Fly Casual
Gank - Lord of Nal Hutta
Gran - Age of Rebellion Core Rulebook, Far Horizons
Gungan - Nexus of Power
Human - Edge of the Empire Core Rulebook, Age of Rebellion Core Rulebook, Force And Destiny Core Rulebook
Human, Corellian - Suns of Fortune
Human, Mandalorian - Friends like These
Hutt - Lord of Nal Hutta
Iktochi - Keeping the Peace
Ishitib - Lead by Example
Ithorian - Age of Rebellion Core Rulebook, Savage Spirits
Kalleran - No Disintegrations
Kel Dor - Force and Destiny Core Rulebook
Klatooinian - Dangerous Covenants
Kyuzo - Forged in Battle
Lanniks - Keeping the Peace, Lead by Example
Mirialan - Force and Destiny Core Rulebook
Mon Calamari - Age of Rebellion Core Rulebook
Mustafarian (Northern) - Special Modifications
Mustafarian (Southern) - Special Modifications
Muun - Endless Vigil
Nautolan - Force and Destiny Core Rulebook
Neimoidian - Desperate Allies
Nikto (Green) - Lord of Nal Hutta
Nikto (Mountain) - Lord of Nal Hutta
Nikto (Pale) - Lord of Nal Hutta
Nikto (Red) - Lord of Nal Hutta
Nikto (Southern) - Lord of Nal Hutta
Pantoran - Endless Vigil
Pau'an - Disciples of Harmony
Polis Massan - Strongholds of Resistance
Quarren - Fly Casual, Strongholds of Resistance
Quermian - Savage Spirits
Rodian - Edge of the Empire Core Rulebook
Sakiyan - Lord of Nal Hutta
Sathari - Chronicles of the Gatekeeper
Selonian - Suns of Fortune
Shistavenan - Forged in Battle
Sullustan - Age of Rebellion Core Rulebook
Togruta - Force and Destiny Core Rulebook
Toydarian - Enter the Unknown
Trandoshan - Edge of the Empire Core Rulebook
Twi'Lek - Edge of the Empire Core Rulebook, Force and Destiny Core Rulebook
Verpine - Strongholds of Resistance
Weequay - Dangerous Covenants
Whiphids - Keeping the Peace
Wookiee - Edge of the Empire Core Rulebook
Xexto - Stay on Target
Zabrak - Force and Destiny Core Rulebook

Edited by kaosoe
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7 hours ago, Alino said:

1 - What would be good to pick up for this game? I'm thinking about just the Beginner Game to start with, and then if my buddies enjoy it and are into it I'll probably get the Core Rulebook followed by getting a Game Master's kit, although I'd like opinions before making my final decision.

Best choice, gives you a good overview of all the mechanics.  Then there is a downloadable PDF followup which is about 3 times as long as what's in the box, with less hand-holding.  So you'll get your money's worth in entertainment value, and you'll get a set of dice which you'll probably need anyway.

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1. For begginers to role playing in general, the Begginer Box. You don't have to track too many info. If you are an experienced DM, take the core rulebook. 

2. First, it depends on your players and their attittude toward experiencing new things (open minded VS closeminded and all the grays in between). Second, it depends how easy you find yourself to explain it. I found it easy to explain, and I introduced the diferent concepts of the game "in-game" (I think is the best manner of teaching a system). It worked, but I also had open-minded players. 

3. Each core book has 8 races, some repeated from core to core, like the humans). Each suplement has 3 new races. So, if we multiply... errrr... there are a lot races (68, by @kaosoe last post).

4. Yes, there are tutorials, podcasts, videos, rules cheat sheets. With only 30 min seeking you will find lots of material. 

A warning: with this game there are two reactions: you hate it or you love it. And people that hate it, hate it a lot, so beware when you read negative opinions of the game (in fact, all negative opinions I have read I have found that people were overreacting). If you are used to RPGs the game represents a change of paradigm. With people not used to it this problem doesn't exist, they like it or they don't like it (not the same as hating it). So I suggest you to ignore third parties opinions (specially if they are overeacting opinions, either good ones and bad ones) and play it by yourself if you can, in a convention or something similar.

My opinion: I love the game and the system. It has its issues and everybody has its own houserulings on the game, as all rpgs, but personally I like it a lot. Perhaps Starship Combat is the more complex thing to understand, but nothing that an afternoon playing it by yourself and following the rules step by step cannot solve.

Edited by hikari_dourden

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2 hours ago, hikari_dourden said:

2. First, it depends on your players and their attittude toward experiencing new things (open minded VS closeminded and all the grays in between). Second, it depends how easy you find yourself to explain it. I found it easy to explain, and I introduced the diferent concepts of the game "in-game" (I think is the best manner of teaching a system). It worked, but I also had open-minded players.

 

My group is pretty open to experiencing new things. They're a pretty care-free group although pretty decent at RP as well. My favorite kind of players are the ones that can follow the story, think outside the box(I like needing to adapt to things I didn't see them doing.), and can still joke around and have fun while we play, and my few players are like that.

Also, I could probably explain this game pretty easily. I'm planning to watch a few videos on the game as well as read entirely whatever I pick up, and I'll set up a short 'intro campaign' for the game and slowly introduce them to mechanics and such. After the intro campaign, depending on the outcome, we could either start a new campaign with a different group of characters they make or continue on with their intro characters they made.

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....  or just get the dice app, given the age group mobile devices might be quite favorable. Some people ptefer real dice though. As a player I prefer dice as a GM I prefer the app, for speed. As a player there is something satisfying about counting the symbols, or seeing a triumph or even a despair, for that matter, because, done right you know something memorable is about to happen. To be honest though , when learning the mechanics ,, it is handy to stick to the table results, but as you and your players get more experience ( in character and out), do yourself a favor and throw the tables out and come up with your own ideas and let the "rule of cool" win over. 

Example, without going into detail, you wouldn't think a despair would result in a gambling machine payout of a jackpot of 1500 credits (long story, but it did make sense)

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On 9/15/2017 at 1:17 AM, Alino said:

2 - How hard do you guys think it would be to introduce others to this game that have limited Role Playing experience?

If these players are really new to the hobby, consider staggered introduction of mechanics like Talents or Obligation. Basic rules are very entertaining, and go a long way, on their own.

Their being fans of Star Wars will provide a little extra context for fundamentals — and should motivate them to engage and learn. Fandom isn't necessary, though, if your players' aim is to have fun.

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