Edge of the Empire Book

(Joyce) #1
DICE ETIQUETTE AND PROTOCOL

nice rolling is central to playing EDCE OF THE EMPIRE.
U"The dice used in this game go beyond a simple
indication of success or failure. The CM and players
use the results of the dice pool to inform the story.
Players should always roll the dice where every-
one can see the results. While this prevents play-
ers from cheating, it also allows the CM to see
the exact die symbol results. While not every roll
needs creative interpretation, it is a helpful story
guide. See page 294 for further advice.

The CM should normally roll his dice in the open.
Like the players' rolls, the GM's results are open to
interpretation. More importantly, the players have
ways to influence the dice pool, and therefore need
to see it most of the time. There are times where the
CM may want to conceal the results. Occasionally,
an adversary will try something that may affect the
Player Characters, but they would only become

aware of it if the roll doesn't go the adversary's way.
In this case, the GM probably doesn't want to tip
the adversary's hand by revealing the results.
Rolling dice in private affects the game in several
ways. If the GM always conceals the roll, the players
cannot influence rolls as the system expects. Of-
ten. GMs interpret rolls in the name of providing a
better game experience for everyone at the table.
This usually occurs when a Player Character faces
death, or if one side suffers a string of poor results
or bad luck. This type of interpretation is allowed,
built into, and expected in the EDCE OF THE EMPIRE
system, making it much easier to roll in the open.
Also, the GM should avoid fudging too many
results. It detracts from game play and the play-
ers' sense of achievement. If they believe their
success and failure comes only at the whim of the
GM, they quickly lose interest in playing.

Next, read the adventure. For the first game, using a pub-
lished adventure is highly recommended, such as Trouble
Brewing found on page 417. Using a published adven-
ture allows the novice GM to focus on learning how to run
the game, without the pressure of creating a good plot line
from scratch. The GM should highlight or jot down remind-
ers about important plot points. Adventure and campaign
creation will be covered later in this chapter.


The GM also prepares anything needed at the table,
such as maps or player handouts. The table should be
big enough for everyone to have space to write and roll
dice, with space in the center if the GM plans to use a
map during combat. It is always a good idea to have
extra dice and blank character sheets around. The GM
should consider creating a couple of Player Characters
prior to play. These can be used by players who don't
have one, don't want to create one, or arrive late. Extra
characters can always be used as NPCs, if needed.


CHARACTER CREATION


The GM should work with the players as they create
their characters. Before beginning, the GM needs to
convey the type of story anticipated in the session.
This includes the starting location, time frame, back-
story, and other details that would influence the selec-
tion of character class, species, and background.
The players will have their own ideas about the char-
acters they want to play. If the GM finds that their char-
acter concept significantly conflicts with the intended
plot line, or doesn't mesh well with the rest of the
group, it is his call whether to allow the character in the
adventure or campaign. However, most players are will-
ing to adjust their character concepts enough to satisfy
the needs of the story, and still work with the party.


It is often useful to create characters around a group
concept. EDGE OF THE EMPIRE has built-in mechanics
and story hooks for a starship-based campaign. In this
case, it is easy to conceive of a group concept based
around a ship's crew, with players taking on the role
of pilot, engineer, first officer, and so on. Other op-
tions could be based around smuggler, mercenary, or
bounty hunter groups.
The GM should encourage the players to develop at
least a basic background for their character, includ-
ing their Obligation and Motivation. The amount of
information needed depends largely on the GM's play
style. Backgrounds can be as detailed or as basic as
the GM and players want them to be. The GM can
and should use suggestions and plot points from the
character backgrounds to tie them into the storyline.

Players throw unusual twists at every GM. One might
want to play a secret Force user, while another might be
an underhanded scoundrel out to make a few credits
by selling private information to anyone with the cash.
Backgrounds that conflict with each other can make
for interesting storylines and drama, but the GM needs
to be careful that it doesn't divide the party and the
players so much that it ruins all enjoyment of the game.

One aspect of character creation requires direct GM
involvement: Obligation. Any Obligation the characters
take on adds directly to the story aspects the GM must
eventually address. For the first game session, the GM
should simply note the total and types of Obligation for
later use. If the GM is running a published adventure,
such as Trouble Brewing, additional Obligation notes
and uses will be noted there. See Using Obligation on
page 307 later in this chapter, for more information.

THE GAME MASTER
EDGE OF THE EMPIRE
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