Edge of the Empire Book

(Joyce) #1
good encounter design. It provides advice for dealing
with players and group dynamics in and out of the
game. It gives specific GM guidance for using Obliga-
tions and Motivations in character and story creation.
It also advises on dice pool interpretation, and how to
maximize its use during the game.

Finally, this chapter includes advice on what makes an
adventure or campaign fitting for the EDGE OF THE EMPIRE
setting. It discusses the story elements and types that fit
into navigating the galaxy's underworld and fringe societ-
ies. Other story types may be told with this system, but
the focus here is on the scum and villainy of the galaxy.

How to Run an EDGE OF THE EMPIRE Game

Creating an EDCE OF THE EMPIRE Adventure

ilquires players, planning, rules knowledge, and an
interest in creating a great deal of fun. This section
guides new and experienced Game Masters through a
typical game, from the first game session onward. The
first several sections, from Recruiting Players through
Continuing the Story, are intended for beginner GMs.
The advice in the remaining sections is intended for
GMs with a session or two of experience and can be
safely skipped by GMs preparing for their first game.


RECRUITING PLAYERS


First and foremost, the game needs players. The GM
should look first to his circle of friends. It's okay if they
have never played a roleplaying game before. Thanks to
the popularity of the Star Wars movies, it's likely they
already have a basic understanding of the setting. This
enables them to understand the overall Motivations, lo-
cations, and major events much more quickly than they
might in a standalone roleplaying game setting. If the
GM's friends aren't interested, other options include
finding a local game club, game convention, or appro-
priate online gaming organization to play at or recruit
from. The same holds true for players recruiting a GM.

For the first session and short adventures, exact
player chemistry is less important than in prolonged
campaigns. However, GMs and players should try to
recruit others that they get along with and mesh well
together. It's helpful if they enjoy similar play styles,
and have similar expectations about the game and
how it will be played. If the GM is running his first
game, he should tell the other players. They'll be more
forgiving while the GM learns the intricacies of the
system. If they themselves are Game Masters, they
may be able to give the new GM advice along the way.

PREPARING AND RUNNING
THE FIRST SESSION

Game preparation is one of the GM's key duties. Detailed
advice is provided later in this chapter. For now, read the

rules. The GM doesn't need to memorize all of them or
understand all of their intricacies for the first game ses-
sion. His familiarity with the rules will grow with every
game he runs. Focus on character creation rules, as this
is the first contact most players have with the game me-
chanics. They will usually look to the GM for guidance.

The GM should review any specific or unusual rules
used in the adventure. He should write notes regard-
ing their use, along with page numbers for quick refer-
ence. This helps to speed play. Everyone learns the
game more quickly by playing, so playing in a session
run by another GM can improve practical application
of the rules. It might also help the GM form ideas for
how he may or may not want to run his own sessions.
The GM should learn basic combat rules—attacks,
movement, and damage. Combat is likely in each game
session. One of the GM's primary responsibilities is to
play the part of all the adversaries, enemies, allies, and
bystanders during the fight. Though the GM battles the
Player Characters tactically, he is not their enemy. He
must roleplay the combatants, making their tactical
decisions based on what each one knows about the sit-
uation, and what their goals are. While there are plenty
of scenes where the bad guys will stop at nothing to
eliminate the good guys, this isn't always the case.
There are plenty of other entertaining ways to end a
scene, without necessarily killing everyone on one side.

THE GAME MASTER
EDCE OF THE EMPIRE

FUN FIRST, RULES SECOND!

B


lways remember that everyone at the table
is there to have a good time. Adjudicating
the rules is important, but secondary to this
goal. Don't let a rules question or interpreta-
tion derail the fun. Everyone wants to create a
great tale with some wild moments. While the
GM has primary control over the planned sto-
ryline, he should not overlook player ideas and
actions for great, if unpredictable, results. If the
GM and the players are enjoying the game, ev-
eryone is on the right track!
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