/r/swrpg
This is a community for friendly discussion about Fantasy Flight Games' (now Edge's) Star Wars RPG. This system began with the release of the beta Edge of the Empire rulebook in 2012, and it's since blossomed into full fantasticness with three core rulebooks, four beginner's boxes, and over a dozen adventures and sourcebooks. Come talk about space milk and vibrofish with us!
Check out the Wiki for useful links, guides and original content!
Whether you love Star Wars and have never tried a pen & paper roleplaying game, you are a crowned class B dungeon master, or if you are an old hand from the beta, welcome to a great place to talk about the FFG Star Wars Roleplaying Game!
The basic setting of the RPG is after the destruction of the first Death Star. Nearly all Jedi are dead, the Empire is strong, and the Rebel Alliance has won a major victory. Now go have fun!
Name | Game | Type | Release Date |
---|---|---|---|
Rise of the Separatists | All | Sourcebook | Out Now |
Allies and Adversaries | All | Sourcebook | Out Now |
Gadgets and Gear | All | Sourcebook | Out Now |
Looking for a breakdown of all the released and announced products for SWRPG?
/r/swrpg
I'm beginning to plan a F&D campaign after our EOTE campaign concludes. My group has expressed interest in doing a Old or High Republic era.
I'd actually like to have everyone start as Padawans for the first 10ish sessions with the goal being to eventually have them go through the trails to become knights. The sessions we'd RP would be minor quests their masters would give them. Quests where a Padawan is sufficient enough to handle it. Once they have completed the trials and become knights, that's where the "real" campaign story would begin most likely, unless I decide to introduce or hunt at it sooner.
I have some ideas already for missions they could be assigned which I've listed below, but I'm curious about what else y'all may suggest.
Welcome and escort a diplomat in a relatively peaceful city. But along the way either a local gang or upstart bounty hunter ambushes them to kidnap the diplomat. The bounty hunter being of lower tier difficulty to take into account the players affectively lower level at the time.
A local farm needs help repairing equipment and recovering their herd after a storm rolls through. An adventure promoting tracking and survival skills. Eventually they're faced with a large predator which has cornered some of the animals they're looking to recover.
During some rare downtime granted by their masters, the Padawans are permitted to enjoy a festival full of food, lights, and music. During so they encounter a group of adolescents on the wrong path in life who are caught stealing and harassing people. An opportunity for the players to potentially learn to deal with a situation without violence being the goal.
I'm also considering having the players start with maybe half of the normal experience that is available to represent their younger starting age. But, along the way as we get closer to the trials, I'd give them additional "milestone experience", which can be used to increase their characteristics if they choose, and represent the passing of time and growth. But, I'd also give them a small bit of experience as the start which can be used exclusively for basic force powers like Move. But just the entry level power.
I'm an inexperienced DM and noticed one of the most difficult thing was figuring out how many dice to use, when to add setbacks and upgrades etc
I realize this is the same old thing to a degree. I keep finding contradictory interpretations. Adding a weapon to a ship is 1 HP. ‘Combining weapon systems’ costs 1 HP. Is that the same HP or 1 more HP, bringing the cost to two?
I had someone try to convince me that adding two medium laser cannons to an unarmed freighter would require 3 HP. One for each laser and the a third to twin them. That feels absurd.
So here are some scenarios from the game I’m playing and yall chime in. The ship in question is a Surveyor class recon frigate. (Westmarches so resource allocation is excessive)
There are three dorsal turret single turbolasers. I would prefer to combine them to a single triple-turbo. Would this cost 1hp? Do I get anything for ‘uninstalling’ two in terms of trade off?
There are three ventral turbolasers on turrets. I’d like to swap all 3 for ion cannons. If I have to pay a 1HP tax each time I twin, would I be better off replacing one of them with a quad ion cannon, spending the single HP on it, and leaving the other two intact?
My game has a rules lawyer so if anyone knows where to find the developer questions, many thanks in advance!
I'm looking for rules/guidelines/inserts that can assist with NPC contacts. Not necessarily generating the details thereof (species, profession, etc), but more around how to move an NPC into a recurring character space.
I don't recall anything like that in the rulebooks, but it's been a bit since I've read some of the books from cover to cover.
So when it comes to things like enemies or perhaps NPC allies running away I wondered how often do you guys as GMs play it by ear vs use any kind of mechanical check? Enemies fleeing in a fight can be perhaps useful to ensure the pacing of an encounter doesn't drag (particularly when the players have more important narrative goals than simply killing some mooks) and is likely to maintain verisimilitude in the case of all but the most fanatical or mindless foes that they start to withdraw in the face of serious threats. The book mentioned making a discipline check in the face of enemy fire briefly and Force and Destiny has its Fear and anger thing but that seems more aimed at just the PCs.
A quick thought on a back of the napkin method of determining rough difficulty.
At the end of each turn if the players have inflicted any kills (Or the enemy in the cace of allied NPCs) any minions and rivals may need to roll a discipline or cool check, an additional challenge dice is added when any of the following is true. Any rivals who would make identical checks can be done as a single check to save time.
- If one or more nearby allies were killed this turn (for minions typically a member of their minion group).
- For minions if half or more of the minion group has been killed since the start of the encounter.
- For rivals if they have taken wounds equal or greater than half their threshold or they have taken a critical injury
-For vehicle crews if half the vehicle's hull trauma has been depleted or if it has suffered a critical hit.
- If someone who can be considered the leader of the enemies in this encounter has been killed.
- A full third of the force has been incapacitated in a single turn.
They may take additional set back dice for any of the following.
- They have been targeted with particularly terrifying weapons, incendiary weapons with the burn characteristic, perhaps disruptors, maybe planetary scale, or other very large, explosive weapons with blast.
- They are a predominantly ranged character and they or a member of their minion group has been engaged on this turn in melee.
- They are out numbered.
- Other allies are already fleeing.
An ally may use a manoeuvre to roll leadership, they may add a number of boost dice equal to the successes they achieve split as they see fit between allied character's morale rolls. They can also gain a boost dice if their side currently has a significant numerical advantage or the like.
Possible result interpretations.
Net success with advantages, the soldiers rally in the face of the threat and seek to fight harder for their cause! Extra boost dice on their next action.
Net success with no advantage or disadvantage- no effect.
Net success with disadvantage. The troops stand and fight but are shaken reducing their effectiveness. Set back dice on their next action.
Net Neutral with advantage. The individual or unit has not lost their nerve but has ceased to coordinate as effectively as part of the force. They may typically seek cover if they are not already in it or perhaps throw them self prone in the face of enemy fire, they typically will not seek to advance and if they target any enemy characters with attacks they do so prioritising any that are of the most immediate threat to themselves not based on mission prioritise. These attacks are made with an additional challenge dice. These troops can rally if they succeed on a later turn.
Net neutral with neither advantage or disadvantage. The character or minion group make use a manoeuvre or an action but not both, if not already in cover they are likely to use a manoeuvre to seek cover, if already in cover they may make attacks against the most threatening enemy with an additional challenge dice. These troops can rally if they succeed on a later turn.
Net Neutral with disadvantage. The individual or unit does not flee but feels too pinned down to act. If they are close to cover they may move into it so long as this does not bring them closer to a threat but otherwise don't act. These troops can rally if they succeed on a later turn.
Net failure with advantage. Although they may begin falling back (potentially against orders) they may still be using their action to attempt to fire using their action as appropriate or use other means of defending themselves as they fall back. Any such attacks are made with one additional challenge dice. They will only stop retreating if an ally attempts to use a suitable check such as leadership or coercion to stop their withdraw or if they feel they are no longer in danger.
Net failure neutral. The character or minion group begins using all available actions and manoeuvre to fall back. hey will only stop retreating if an ally attempts to use a suitable check such as leadership or coercion to stop their withdraw or when they are no longer in danger.
Net Neutral with disadvantage. Depending on the circumstances the character or minion group conducts a chaotic rout, perhaps throwing down their weapons in an attempt to flee. Alternatively they might surrender immediately if they don't have an easy means of doing so without exposing themselves to additional danger.
Hope it’s ok to post this here, Whenever i’m trying to get a feel for a game I have not played i start by building a few new characters.
I have seen the advice to put most of the starting Exp into ability scores, if I am spending 90exp is it generally better to have 33s or to have 14 1*3 and have 20 pts left over for skills, talents etc?
It also seems like quite a few of the careers and Specialisations have no or limited combat career skills, given that most games seem to be combat heavy how big a disadvantage is that?
Latest character I was building was a Besalisk, mechanic technician, Is there recommendation for what gear is must haves?
Lastly most of the campaigns I’ve played recently have been discord based asynchronous Play by post games, has anyone played the FF games in this format does it work?
Anyone see thos book somewhere it isn't super high priced? It's the only book I'm missing to complete my collection.
What sort of character skill level do you think a player would need to be able to take on Maul? Circa his time on Mandalor?
Every Tuesday we open a thread to let people ask questions about the system or the game without judgement. New players and GMs are encouraged to ask questions here.
The rules:
• Any question about the FFG Star Wars RPG is fine. Rules, character creation, GMing, advice, purchasing. All good.
• No question shaming. This sub has generally been good about that, but explicitly no question shaming.
• Keep canon questions/discussion limited to stuff regarding rules. This is more about the game than the setting.
Ask away!
I have a player who primarily uses Bind to attack and wants to take the Farsight upgrade so they can see through walls to attack using Bind. I think there are some obvious balance issues with this but I'd like to hear the communities thoughts on it.
think by RAW he'd have to activate the power on one turn and then use Bind on the next. I generally assume LOS is required to attack a target. Also, I'd say that if this is allowed then NPCs can also do this which is worth considering since it's an Old Republic setting.
So I've got an idea for a droid i'm thinking of including in my game and I wanted to post it see if people think it would work well.
Br 4 Agi 2 Int 1 Cun 1 Will 1 Presence 1 Soak 6
Skills Ranged- Heavy 1, Gunnery 1 Vigilance 1, Perception 1. Cool1
Weapons, typically either a light or heavy repeating blaster.
Special:
Stable platform: The droid does not incur penalties for auto-fire provided it has not moved this turn.
Support Platform: If the droid has not used an action this round an ally within engagement range may use an action to control of the droid's main weapon, they can substitute the droid's brawn for their own for the purposes of determining any cumbersome penalties but use their own agility and ranged-heavy or gunnery skill, they gain the benefits of Stable Platform if applicable. The Droid may not use an action to fire its weapon if this ability has been used.
Shield: The droid has a ranged defence of 1 as do allies in engaged range behind it, the GM may determine this has been negated if players successfully flank the droid or roll a grenade past it.
I'm imaging it as a kind of waist high droid with four legs, the main weapon and mounted on top of it with a small single direction shield projector that protects the front of it. If used as an enemy it'd usually be accompanied by a squishier heavy weapons operator with better shooting pool of maybe agi 3 gunnery/ranged-heavy 2 or so.
Does it seem like this would work? Would it be interesting?
Hello everyone, last session in my Eote game my players raided a warehouse and got a bunch of mundane cargo such as ship parts and tibanna gas canisters and decided to steal it (whole crates of it)
Does anyone know of a sourcebook or fan made resources where prices for cargo such as that is detailed?
Hey all!
I was hoping I could get some advice on building out a PC. I'm wanting to go for a mad scientist MacGyver sorta build, with a high Int and Willpower score (preferably a four in both, but Int will probably be more important if oush comes to shove).
We'll probably have access to the Complete Species guide as well, and we'll have 200 post character creation XP. The basic game pitch is that we're prisoners under the Empire and are (presumably) escaping, in a very sandbox playstyle.
Are there any specs or species I should keep an eye on?
Steve is bored we need you back brother we miss you in the community. Your videos were constantly fire and they literally were the only reason I was able to learn the Star Wars RPG. Please come back the community misses you dearly.
Hi hi there, first time posting here.
I'm a first time GM running a campaign for my friends, based on a story I was writing as a bit of an attempt at a novel. It's set between Episodes 4 and 5, about six months after the destruction of the Death Star. The Empire's in full swing fighting the Rebellion, trying to pin them down, whilst the Rebellion engages with hit-and-run attacks on Imperial worlds, formenting dissident action where and when they can. The game's been running for a couple of months now, and whilst I'm finding my feet, it's been a lot of fun.
The players have finished their first chapter. Their characters were introduced to the world through indentured servitude aboard a Black Sun freighter, acting as drug mules and 'disposable bodies'. One of their freighter crewmates, a bothan spynet agent planted aboard the freighter, assisted their escape. Likewise, they managed to run into an Imperial ISB agent (who's pursuing the spynet agent) who was willing to legally aid their escape in return for some favours.
The plot is going to involve the players deciding which factions to play with, how they engage with other groups like Black Sun, who are looking to capture their escapees. The Spynet agent is leaning to try to incorporate these guys into the Rebellion, whilst the ISB agent is trying to leverage them to both capture his quarry, and turn these guys into Imperial assets. So far it's been quite a lot of fun for all involved, a lot of intrigue, a lot of party splitting and even pursuing conflicting goals.
Initially, it was only four players, as a fifth opted not to join, and the campaign carried on with these four. It's been a couple of months and the fifth player has now decided they want to join, which is great. I've been trying to challenge each of my players so far with their characters; A togorian doctor from Alderaan who's struggling with a drug addiction, the loss of their home, and the challenge that not every patient is able to be saved. A Duros pilot pacifist, whose childhood home was bombed in the clone wars, being challenged by the idea that they may have to pick up a weapon to protect their friends, whilst trying to avoid throwing themselves into a war. A Trandoshan performer seeking to escape the bloodlust of their culture and explore their art vs their traditions, all whilst trying to avoid the pull of their family luring them back into the fold. A Bothan heiress in disguise wanting to dip a toe into the world of espionage being met with its brutal realities.
The fifth character is a droid rights revolutionist, who I've had to ad-hoc an introduction through NPCs, but their player isn't finding the bite for their character yet to properly 'join' the party in a way that satisfies their character. I'm listening to what the player has to say, as I don't want to have them feel excluded, but I'm at odds trying to incorporate the idea of a droid revolitionist into the party. It has only been two sessions and I've been working through plot that was set for these sessions with the intent that this droid character has been hired as backup, but beyond that, the player is finding nothing to grab.
I'm of the idea that a GM's role is to make a player feel included; that I'm doing something wrong if this player leaves the table and doesn't have fun.I don't want to let my player down, but I'm finding it hard to really involve them in any sort of way versus the plot threads these other PC characters have. The player has stated that they don't want to play the role of "letting the organics think they're in charge", so I'm concerned they want to take the lead over other characters, but at the same time I understand that this person's character would have that mentality. I've approached the player about this a couple of times and we're trying to hammer out an idea that will suit, but it's difficult to find common ground on it.
Has anyone come across this sort of plot? How can I incorporate this sort of droid revolution idea into the plot without A: making it the main thrust of the story, but B: without also alienating the player and making them feel like an NPC?
This is for anyone that is interested, It's a summarized version of session one of a new campaign I'm running. I'm curious on what others think about the actions of the players and what potential actions they can do in the future. Here you go: The party begins their journey on Nar Shaddaa, where their usual contact, Lonnie Marz, informs them of a high-priority mission directly from their employer, Vallo the Hutt. He had an important shipment of weapons and spice intercepted somewhere on Nar Shaddaa in the Undercity. He offers 10K Credits or to forgive part of their debt or favors they owe him if they return all the contents of the cache. Half of the reward for half of the items in the cache returned. Lonnie's heard rumors spice is being sold at the Heartache Bistro in the Red Light District and that some new weapons are being flooded into the Black Market. He offers the PCs a loaner PL – 70 Speeder truck with three row seating and modest storage. The PCs investigate the Heartache Bistro. An orange Nikto male and some of his crew are removing goods from a Speeder Box Truck into the loading dock. Exez plans to steal the speeder truck and begins a blaster fight with the Nikto and his men. The other PCs sneak there way through the front entrance and most of the bistro but are attacked in the hallway by security. After knocking out the security, they meet Exez in the back loading dock which has already been knocked out by the 9 men surrounding him. End of Session 1.
My friends and I liked rpgsession v2 for characters but now it’s acting up and since they aren’t maintaining it anymore we need a different site to track character sheets and such. We don’t like the new version of rpgsessions so does anyone know of a different site we could use?
My players are currently in a system with a triple star. Due to their total radiation they create an extended "Solar Zone" in the system's center in which I envisioned ships won't be able to traverse without some kind of special hull or shielding. Because the area is literally in the middle of the solar system I figured at least some urgent logistics shipping like military and inter-system commerce would want to be equiped to handle a trip through the Solar Zone depending on the rotation of the planets.
Has environmental protection system like shielding or armoring been a thing somewhere in Star Wars? It's possible my party might want to skip through the solar Zone to save time or maybe try to flee pursuit if the have some, and I'd also like to give them a side objective to be reached in there. Mechanically it would probably be an attachment of some kind, so is there a suitable pre-existing one, and if not how to define the Price and Rarity?
EDIT: The Solar Zone covers a large portion in the center of the system, including two or three planetary orbits closest to the suns.
Hello,
In honor of Outlaws and my own PCs heading to the casinos on Canto, I have created a random Fathier race, uh, Fathier, name table if they ever ask its name. Inspired by both Star Wars and real world. 2d20, 1 each for prefix and suffix. Enjoy!
Guys, does anybody know where I can find the ambience sounds and music from the audiobooks? I'd love to have them for my campaigns
I've got a Politico player, and while they haven’t gotten Supreme Scathing Tirade yet I see an issue coming up. Since SST let's them use Scathing Tirade as a Maneuver, that means they can use it twice in one turn right? Suffer the 1 strain as required by the talent, plus either downgrade their action into a maneuver or suffer 2 additional strain?
How does the effect from Improved Scathing Tirade still stack if it's used twice in one turn? Would each enemy add 2 setback dice for the same number of rounds?
I'm planning on starting a campaign with my friends, and buying a starting box for it.
Keep in mind I"ve never played it, but the players and I have all played D&D and related systems at least once. I have also DM'd twice (Thrice if you count one-shots).
For now we're planning on buying either the Rebellion or Destiny. What do you guys recommend, or is another system better than the official ones?
Edit: Thanks for all the help guys! I talked with my players about what they want to try and we decided to go with force and destiny! We may try a different one later using a different book (pdf)
Every Tuesday we open a thread to let people ask questions about the system or the game without judgement. New players and GMs are encouraged to ask questions here.
The rules:
• Any question about the FFG Star Wars RPG is fine. Rules, character creation, GMing, advice, purchasing. All good.
• No question shaming. This sub has generally been good about that, but explicitly no question shaming.
• Keep canon questions/discussion limited to stuff regarding rules. This is more about the game than the setting.
Ask away!
So i've been looking over some stuff for force of destiny and I noticed none of the warrior specalisations seem to have access to the reflect talent? I suppose maybe they're likely to have a decent brawn, plus they have the odd talent to increase their wound threshold and that high brawn might also make wearing armour easier. But it still seems a little odd to me that one of the more combat focused career paths would have no options related to reflecting things? I know mechanically they're probably less reliant on reflecting things but if you think of a Jedi or sith in a fight it feels like the ability to deflect blasters is a sufficiently core part of the fantasy that it seems odd to me that they lack any talents to this effect. Have I missed something? Or do you kinda feel the same.
So I'm looking at running a sort of lost pirate treasure in the Ash Worlds, and I've read the small amount they have on WookieeP about it, but I was wondering what other people might have done for the region.
I'm thinking of having the crew who found the cryptic map jump onto one of the "known" worlds and have them find clues to other worlds/let them trailblaze new lanes to these forgotten worlds, they're going to find an ancient Tionese ruin that was found by a pirate about 60bby and used as a safehouse while he plundered the region before retiring.
I'm thinking of having mutated and strange flora/fauna after the millennia after the Hutts nuked the worlds, I know the Empire is also using the worlds for weapon testing, so I think there could be a lot of weird fun to be had.
I'm going to run The Jewel of Yavin on Foundry and want to use the maps in the book but without labels. I can do them up myself, but if anyone has already done this and would like to save me some hours on Gimp I'd much appreciate it!