In my last two posts I presented a walkthrough for a Star Wars: Edge of the Empire (EOTE) adventure I wrote. This is a great gaming system that lets players be part of the seedier side of the Star Wars universe, playing as rogue and smugglers who inhabit the Outer Rim. Unlike the D&D mechanics, which involve numerical calculations, EOTE uses custom dice. These dice gives the Game Master (GM) and players resources to craft a narrative together.
In this final post of the series, I have some thoughts on GM-ing EOTE for the first time, and on running an open-ended adventure.
EOTE is in some ways good for new GMs and in some ways bad. It’s very abstract; you use range bands instead of distance, and setback, boost and difficult dice instead of modifiers. So there are fewer tables to memorize than in Shadowrun or even D&D. At the same time, it’s very narrative and interactive. Each dice roll includes failure or success but also advantages and threats; advantages and threats give benefits or raise challenges beyond whether or not something succeeds. So the GM must be able to interpret this on the fly. For example, a slicing attempt might succeed but with threats; one could decide the player gained the information he sought but alerted a rival hacker in the process. And then there are destiny points—chips the players and GM flip to give their side an advantage. The person using the destiny point must come up with a story reason to use it, like a character remembering he’d learned details of Rancor anatomy giving him a boost to an attack or finding an extra grenade in his backpack. This is fun, but can be a bit much to handle alongside the normal tasks of running the game.
And as I mentioned, I tried to make this as open-ended as possible. The group had to retrieve the lightsaber, but they could do this on behalf of the Empire, the Rebels, the criminals, or even themselves. They also could have returned it to the old lady. Unfortunately, they chose what I saw as the least likely option—working with Oparro—and I hadn’t exactly planned how this would go. It worked out, but I stumbled a bit to figure out what to do. Also, I had a big speech planned for the old lady that would give some backstory for why she had the lightsaber and set up the next adventure. The group had no interest in talking to her, and ignored her.
So open-ended adventures can be good, but the GM needs to stay on his or her feet and be prepared for the unexpected. You also need to fight the urge to force the group to do what you want. If the plot can only be resolved in one way, then the adventure isn’t interactive enough. It’s difficult to write a complex RPG adventure that leaves room for player choice, but it’s worth it.
I also had a few thoughts on the mechanics. Both the group and I made judicious use of destiny points. The party was able to rig up a bomb during the ambush of Oparro by flipping a destiny point to find bags of explosive materials. And I used a destiny point to make their attempted betrayal of the Rebels harder, causing their speeder to stall out. But in the end I made this adventure a little too easy for them. Despite the setback dice I gave them for speeding through the swamp, they still caught up to the lightsaber thief before he reached the old lady’s hut (which would have screwed up my ending). And I was afraid of Donaldo’s ship destroying them as they escaped, but by decreasing the difficulty I took away some of the ending’s tension. I’d remember this for the next Episode…