Star Wars: Edge of the Empire Rule Book

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play to that style. Some players are happy to simply
use their Motivation to justify their current actions.


The potential interaction of character Motivations
and Obligations can inspire the CM to weave a com-
plex storyline, complete with surprises from the past
or unknown connections between characters. This ap-
proach works best if the details trickle out during the
adventure, foreshadowing larger revelations. However,
an unexpected connection or reveal can add more
tension or surprise to an already climactic scene.


Motivation XP bonuses should not be automatically
achievable in every game session. If possible, the CM
should use rewards or story issues to make sticking
to a Motivation a real choice. The character gains the
bonus XP, but loses out on some other reward and
causes difficulty with the plot or other characters.
Sticking to a Motivation should be an interesting, and
sometimes difficult, choice. Otherwise the bonus XP is
too easily achievable.


REWARDING
MOTIVATIONS

Mechanically, the reward for adhering to a Motivation
is simple: 5 XP per session, with a one-time 10 XP
reward for an exceptional session, occurring once in
the character's life. Additional awards are not usually
necessary, as they become the regular awards nor-
mally integrated into the campaign.


Story-wise, players should be rewarded for adhering
to their Motivations by including opportunities to inter-
act with them more often. An exceptionally good use
of Motivation might be rewarded with a tangible, in-
game item or advantageous situation. This is especially
helpful if the results of adhering to Motivation were ac-
tually not in the party's or player's best interest.


On the flip side, players should not be overly penal-
ized for violating their Motivations. People and charac-
ters are complex entities and it is sometimes difficult
to anticipate when a character might find other forces
more compelling than their normal internal drive. Usu-
ally, the characters simply do not receive the XP re-
wards or story advantages and play continues.

CREATING NEW
MOTIVATIONS

The potential for character Motivations extends beyond
the three primary Motivations and their specific exam-
ples included in EDGE OF THE EMPIRE. Future products will
detail additional Motivations. GMs or players may cre-
ate their own Motivations using the following guidelines:


  • Check to see if the proposed Motivation fits with-
    in the Ambition, Cause, and Relationship catego-
    ries. If not, it is a new Motivation.

  • Check to see if the proposed specific Motivation
    fits with any of the existing specific Motivations.
    If so, consider using the listed Motivation instead.

  • Create a new category, if needed. Try creating a
    short list of specific Motivations to test if the cat-
    egory is broad enough.

  • Establish the expected types of stories likely to come
    from the new Motivation, so the GM and player fully
    understand the intended driving force behind it.

  • Make sure the new Motivation is something the
    character will have to work to maintain. Avoid
    Motivations that easily give up their XP rewards
    every session through actions a character might
    take in any game session, regardless of story.

  • Offer the new Motivation to the other players, un-
    less it is intended to remain secret in the game.


The Base of Operations

T


he base of operations is an important concept in
an EDCE OF THE EMPIRE campaign. The base of op-
erations serves as the focal point for a group, helping
to bind them together into a cohesive single entity as
opposed to disparate individuals. This book assumes
the base of operations is a group's starship, and is
written accordingly. However, a base of operations
could be any number of things, from a single cantina
the group owns to an entire space station. The con-
cept is more important than the physical form the
base of operations takes. As long as the group sees
it as their home and a place from which to operate,
it's serving its proper purpose.

The concept of a "home base" is a constant theme
in Star Wars. The most well known, of course, is
Han and Chewbacca's Millennium Falcon, the aging
and iconic tramp freighter the two rogues piloted
around the galaxy. For them, and other characters
in the movies, the Falcon quickly became more than
a means of transportation; it became their home.
Hopefully the players in EDGE OF THE EMPIRE can es-
tablish the same relationship with their own base of
operations; whether it's a starship, station, or any
other location. The GM can help engender this rela-
tionship through his own actions as well.

THE GAME MASTER
EDGE OF THE EMPIRE
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