My D&De campaign wrapped up at level 20 after five years of regular play, and we are playing some one shots and stuff as a break before we decide what to do next. The D&D DM volunteered to GM again.

I think it’s only fair that we players try to run some games to give the GM a break! I played in a FFG Edge of the Empire game for a few weeks many years ago with a different bunch, and had a great time. I bought the beginner box, which has four characters built, maps, an adventure, and the infernal dice. We will have five players, but one of our members played in my previous game so he can probably re-use his old char.

It’s a fairly interactive system, requiring creativity from the players and GM to use the Advantages and Disadvantages in cinematic ways. I’m hopeful this bunch can do it. I didn’t think any of them were particular Star Wars nerds, but I can keep Wookipedia open if I need background info on aliens or something.

Any tips for a new GM running through a beginner module, or on adapting this game for an extra player (might just NOT), or in running EotE in general?

Thanks in advance.

  • tissek
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    7 months ago

    Was a while since last but…

    • balance is a fickle mistress best ignored. With npc advantages/disadvantages you can easily on the fly adjust pressure.

    -when in doubt throw grenades even if the npc is bad at it. Let the grenade destroy environment

    • not just invite the players to get involved with resolving adv/disadv, drag them kicking and screaming into it. Including for the npcs

    • spend your destiny points. Do it. Do it often

    • keep the splat books to a minimum if someone wants to create their own character

    • there will be narrative chaos. Don’t fight it, embrace it. Spending destiny points to steer them back on track feels less railroady than just doing it.

    • Clay_pidgin@sh.itjust.worksOP
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      7 months ago

      This is helpful, thank you very much! I like dragging them into the fun of interpreting the dice in particular.