![]() While the book does have a table for converting standard dice rolls, such an approach only slows down the game. ![]() The game requires a special set of dice with their own unique markings, or the use of a downloadable app (digital dice, blasphemy!). In my experience, Narativist games can often lead to meta-game thinking, although I'm sure this varies from group to group. This is contrasted to Simulationist RPGs, where the rules and rolls measure only what the characters are capable of doing in the game world. When I say Narativist, I mean an RPG that is interested in direct manipulation of the plot as it unfolds. The way the game works, dice rolls directly affect story situations and outcomes, instead of measuring character action. Once the dice are rolled, the players and DM have to interpret the dice in order to figure out what has happened. Based on relevant skills and attributes, as well as situational modifiers of the scene, the dice pool (good and bad) is compiled. The players declare what they would like to do or attempt. The DM (GM, host, or what you will) presents a scenario. The basic mechanic is highly interpretive and narativist. But if you roll a boon, then perhaps you crash their system in the process. You don't roll any successes, so no information. Maybe you are trying to steal information from an Empire computer. ![]() On the flip side, you can still fail and get boons or bonuses. Multiple complications, which are possible, could mean that in addition to the alarm, the door refuses to shut behind you or your tools are now damaged. You could roll a success with complications, meaning that the door opened, but the security alarm went off. Say you were trying to bypass a security door. The mechanic is meant to represent victory at a cost or failure with benifits. Instead of simply rolling a pool of dice hoping to come up with the requisite number of successes, Edge of the Empire dice pools also produce bonuses and penalties depending on which dice are rolled and what result comes up. Mechanically, the game is a dice pool, with a twist. It establishes atmosphere and tone so effortlessly, players should have no trouble whatsoever imagining themselves in this fantastic world (galaxy). Side bars and tables are clearly marked and easy to identify, with clear chapter layouts and bold headings for sub sections.Įverything in the artistic design of this book is designed to evoke a sense of being in a galaxy far, far away. No photography, rough sketches, or other cut corners. Illustrations are all full color, evocative, and quite plentiful. With production value through the roof, all of the art is original and top notch. This is arguably the most beautiful Star Wars RPG published. as science fantasy, expect less focus on how your ship gets from place to place, and more focus on what happens once you get there. ![]() ![]() The game is published by Fantasy Flight Games, and focuses on the scum of the galaxy in the star wars universe. Please forgive the format, but this is my first review for this site.Įdge of the Empire is a highly narativist dice pool RPG of science fantasy. I'm writing this review, as no one else seems to be interested in posting one. Capsule Review for Star Wars: Edge of the Empire ![]()
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