LEARNING THE GAME
Over the first few sessions, focus naturally falls on
learning the mechanics of the game system. As the
GM and players become more proficient, less time
is needed for rules discussion and learning, and
more can be spent on roleplaying and story ad-
vancement. Players will look to the GM for rules
explanations and interpretations, but he shouldn't
feel he must make a ruling in a vacuum. The GM
may ask for the player's point of view, especially
if everyone is learning the game at the same time.
The GM should be fair and impartial, and take the
players' points into account. In the end, however,
the GM's word is final.
RUNNING THE
FIRST SESSION
The first session normally begins with character cre-
ation. Some GMs use the entire first session to create
characters. This gives the players ample opportunity
to familiarize themselves with the character creation
process and their options. It also allows them to dis-
cuss their character ideas in detail, and devise pre-
liminary background histories, keeping their starting
Obligation and Motivation in mind. The GM should
quickly review finished characters, mainly looking for
obvious mistakes.
Starting the first adventure during the session
is highly recommended, even if it is only to intro-
duce the characters to each other and experience
a quick encounter. As play progresses, the GM
should try to move the story along, and not get too
hung up looking up rules for every action. Rules
proficiency domes in time, and the intricacies be-
come clearer with practice.
If the CM uses a published adventure, it guides
the story. If the GM creates his own story, he
should keep it simple. Introduce new actions and
concepts a little bit at a time. Plan at least one
personal scale combat encounter, a roleplaying-
focused encounter, and some time for the Player
Characters to interact and get to know each other.
Later on, the CM can add space combat, Force
use, and other specialized rules. Note that it is
natural for character creation and combat to run
slower the first few sessions. Play speed increases
as everyone learns the rules.
ROLL THE DICE
The custom EDGE OF THE EMPIRE dice and symbols
are often unfamiliar and intimidating to new play-
ers. The GM can get them comfortable with this
part of the system by running them through a few
example die rolls. Before the adventure, and per-
haps before character creation, the GM should
roll the following sample checks, using the stats
from a pre-generated character or one of the ad-
versaries in Chapter XII: Adversaries. The GM
should read the Dice Pools: Success and Dice
Pools: Failure sidebars on page 296 and 297
for sample dice pool interpretations.
- Melee Attack
- Ranged Attack
^•*Sf:Ch.e'cks - Initiative
- Destiny Points