Edge of the Empire Book

(Joyce) #1

TABLE 9-2: SPENDING EXPERIENCE


Cost Prerequisites


May spend experience to
purchase ranks in any skill,
up to rank 5

Career skills cost five times the purchased rank in
experience.
Non-Career skills cost five times the purchased rank
in experience, plus 5 additional experience.

Whether Career skills or non-Career skills,
each rank must be purchased sequentially
(so rank 2 must be purchased before rank
3, and so on).

May spend experience to
purchase talents within
specializations.

Depends on talent's position within
specialization tree.

Talents may only be purchased if they are
on the first level of a specialization, or if
they are connected with a bar to a Talent
already purchased.

May spend experience
to purchase new
specializations.

New specializations cost ten times the total number
of specializations the character will have. Non-Career
specializations cost 10 additional experience.

None.

Suggested success interpretations are:


  • Success or multiple Successes: The charac-
    ter avoids any fear effects, except those trig-
    gered by <§).

  • Advantage: Gain • on the character's first
    check. If spending multiple O. grant • to an ad-
    ditional player's first check.

  • Triumph: Can be spent to cancel all previous pen-
    alties from fear checks, or spent to ensure the char-
    acter need not make any additional fear checks
    during the encounter, no matter the source.


CHARACTER DEATH

Character death is a part of the Star Wars universe, and
this game is no different. While death is unlikely to hap-
pen in most game sessions, the threat of death builds
tension into the game session. How a player reacts to his
character's demise depends largely on the player. Some
take it in stride, and are soon ready to create a new one.
Other players may be disappointed, upset, or angry, es-
pecially those who invested a good deal of time and effort
into the character. They may be particularly frustrated if
the character death is meaningless, cheap, or feels un-
fair. While the GM may try to prevent a character death
through subtle or obvious means, such aid should be
backed up by solid reasoning. Perceived favoritism in the
GM's handling of different deaths between different Play-
er Characters can lead to hurt feelings and angry players.

PLAYING THE ROLE

GMs should always remember that they are playing the
role of NPCs motivated by their own desires, fears, rela-
tionships, and orders. How far the GM goes in portraying
and performing the character depends on the GM's com-
fort level in acting out the role. It is perfectly acceptable
to speak in third person, such as "The crime lord tells you
to take your money and never come back." However, it
is more engaging and immersive to perform a voice or
accent and speak directly to the characters. The same

line might be delivered as "Here, scum, take your pre-
cious credits and get out. If you ever come back, I'll feed
you to the rancor." Most GMs use a mixture of these two
approaches. However, if the GM's performance elicits un-
intended laughter in a dramatic situation, it is probably
time to consider a different approach.

IMPROVISING

Becoming a good GM requires a number of improvisa-
tional skills, which are used throughout the game session.
Improvisational acting occurs when the GM plays the role
of NPCs reacting to character questions and actions. Im-

USING MUSIC AND PROPS

O


ne of the great advantages of running a game
in the Star Wars setting is the availability of
music. The movie soundtracks add instant atmo-
sphere to a game session. Beginning an adven-
ture with the opening fanfare and Main Title score
instantly sets an unmistakable tone. Running the
soundtracks at low volume in the background of
the game session can add ambience. A better
approach is to play selected tracks at the proper
moments to add to the situation at hand. Noth-
ing fills the players with a bit of apprehension and
says, "The Empire is here" like playing The Imperi-
al March just before announcing a Star Destroyer
has arrived to ruin their day.

With the multitude of Star Wars toys, mod-
els, replicas, and other products, it is also easy
to use props during the game. Starships models,
books with detailed pictures, and toy weapons
can be adapted for use at the table, or serve as
an example. However, not all toys set the appro-
priate mood. A highly accurate X-wing model can
add interesting details to an in-game discussion
about the craft. A preschooler's version of the
same X-wing won't have the same effect.

THE GAME MASTER
EDGE OF THE EMPIRE
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