So I picked up Star
Wars – Edge of the Empire Beginner Game this week. It's been out for a while (over a year), but this is the first Star Wars gaming I've done in a long time. I figured it was time to try it out. I went for the
Beginner Game over the core rules for several reasons: A) I could get
playing within minutes, B) the buddy I was gaming with was completely
new to roleplaying, C) it came with dice, and D) it was cheaper than
the core rules.
Everything except the map. Click for bigger version. |
Box Contents
“What Is a
Roleplaying Game?” sheet
Sheet advertising
the core rules and a free adventure called The Long Arm of the Hutt
Four character
folios
Adventure book
Rule book
Two-sided fold-up
map
One page of
punch-out tokens
Fourteen narrative
dice
Before I get into
the session recap, I've got some initial pros and cons.
Pros
1. The dice. I love
the dice. They took some getting used to, but I really like that the
rolls almost always come out as “you succeed/fail, AND/BUT...”
instead of just the binary success/fail that a lot of other games
have. That, and they're just good looking dice. Normally I don't like
color coded dice, but it really helps with this system.
Cantina, Spaceport, and Mos Shuuta. Click for bigger version. |
2. The map. It comes
with a gorgeous two-sided map showing the city of Mos Shuuta, the
cantina, spaceport control building, and on the flip side, the
YT-1300 Krayt Fang sitting in a spaceport docking bay.
3. Overall quality.
Aside from the box itself, everything in the box feels very high
quality. The books are sturdy, the rule book probably more so than
the adventure book. The dice are good, the tokens are solid, and even
the character folios are easy to write/erase on.
4. The adventure.
Escape from Mos Shuuta is definitely railroaded at first, and the
adventure acknowledges that fact at one point. That said, it's a
solid opening scenario for a Star Wars game – you've crossed a Hutt
and it's time to grab a ship and get out of town.
Cons
1. The box. I was
really hoping the box was a standard board game-style “lift off the
lid, set it aside” type box, and I was really disappointed to see
that it's all one piece with an opening flap. It's also very thin and
flimsy. I don't see this box really lasting too long, and I'll have
to find something else to hold my Edge of the Empire stuff,
especially if I get more. There's plenty of room in the box for extra
stuff, but itjust doesn't feel like it'll hold up with a notebook, DM
screen, extra dice, etc.
So flimsy, closing it has been damaging the flap. |
2. The tokens. Now,
the tokens are made very nicely, they're textured, and they look like
they'll hold up to quite a bit of play. The only problems are that A)
they have no real use since the combat system is not miniatures or
grid-based, and B) even if it was, they're way too large to use on
any of the maps aside from maybe the Krayt Fang map.
Session Recap
Initially I'd
planned to play with at least two players, but for various reasons,
ended up with only one interested player. We had the game, we both
really wanted to play, so we gave it a shot. I ran the included
adventure, which did a fairly good job teaching the rules in stages.
I also gave my player the option to play two characters, and he chose
Lowhhrick the Wookiee hired gun and Pash the human smuggler. He was
channeling Han and Chewie, I guess.
The game started in
the middle of the action, in a chase from Teemo the Hutt's Gamorrean
enforcer dudes. The PCs started by hiding in the local cantina. Pash
leapt over the bar, ducked down, and spit out some story about
hooking up with a local's daughter and the local sending Gamorreans
after him and his Wookiee partner. Amazingly, in one of a string of
incredible rolls, he succeeded and the bartender let him huddle down
out of sight.
Meanwhile, the
Wookiee (because I can't spell that damned name) dove into a booth
and laid down on the bench seat. “He's brown, and the chairs are
brown, so maybe it'll work!” Spoiler: it didn't work.
So, two Gamorreans
came in, spotted the Wookiee, and pulled their clubs. The Wookiee
flipped a table, took cover behind it, and pulled a vibroaxe.
Meanwhile, Pash calmly stood up, blasted one in the back, and took
him out. The Gamorrean and Wookiee went hand to hand, but vibroaxe
beats club in Star Wars rock/paper/scissors, so the second Gamorrean
dropped.
Cantina map, with the Pash token. See the size difference? |
The bartender gave
the dynamic duo a helpful tip about the Krayt Fang, a ship stuck in
the spaceport due to some mechanical problems, and added that the
junkyard down the street has just the part they'd need to steal the
ship. Then he told them to get the hell out of his cantina.
They booked it out
of there, stop by the junkyard, and ended up paying 500 credits for
this hyperdrive part they need. It took a Deceit roll, as they spun a
cover story that they were there to pick up the part for Trex, the
Trandoshan owner of the Krayt Fang, but it worked.
From there, it's on
to the spaceport control center to get the ship clearance to leave.
Blocked by security droids, they hotwired a side entrance and got in
that way. Seeing the control officer, an attractive, mid-30s human
woman, Pash immediately whipped out his Charm skill. In another
surprisingly good roll, his spiel of needing to get the ship cleared
for his boss and a promise to “have a drink next time I'm in the
system...”, they miraculously succeeded. To my player's credit, it
was a very "daring smuggler" thing to do.
After there, they
went on a stroll through town, interrupted by two groups of
Stormtroopers (who, unbeknownst to them, were working for Teemo).
Seeing that they were right near the water tower (this is where the
map came in handy), Pash decided to take a shot at it in the hopes of
distracting the Stormtroopers. With another overwhelmingly successful
roll, he punctured the water tower, causing it to catastrophically
fail and take out one group of Stormtroopers entirely. The duo
managed to take out the other group, with vibroaxe and blaster
pistol, then stole their blaster rifles and ran for the docking bay.
A quick bluff by the
security droids there got them into the hangar and into the ship,
where they were confronted by Trex. Not quite believing their story
of “look, we got this part for you after that guy upped the price,
so we just want a ride”, Trex went to pull his blaster. Plenty of
Advantage on that roll meant that the PCs had the chance to win
Initiative and take him out first. They took out Trex in a couple
rounds, managed to get the landing ramp sealed before security droids
could show up, and blasted out of there.
Too bad for them
that TIE fighters were waiting for them. A few rounds of evasive
maneuvers, some shaky Mechanics rolls to install the hyperdrive part,
and a couple rounds of trading shots (and nearly getting the Krayt
Fang shot out of the sky) led to them going to hyperspeed and
escaping. That's where we ended the session.
I'll leave you with some dice. Game on! |
First Impressions
Overall, I really
like this game. The dice work well, the symbols are easy enough to
get used to, and I can't think of any rules stuff that really grated
on me. It seemed pretty easy for my player to pick up, though he's
new at this kind of gaming, and we didn't have any problems during
the session. Every Star Wars fan should own either this, the core
rules, or both.