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Star Wars – West End Games 2nd Edition Revised and Expanded to Fantasy Flight Games

Why I Started using FFG Rules

From 22nd November 2013 to 17th July 2015 (35 sessions)

I decided to switch my SW d6 RE game over to SW EotE once I had a chance to go through the new rulebook as it was easier to read than the beta I had picked up a year earlier. Most of my players were hesitant at first to change systems but grew to like it more as the dice helped the game with the players being able to read the result.

The release schedule was such that I was running the beta of Age of Rebellion with the Core Rules of Edge of the Empire using the Beta for Edge of the Empire as a 2nd reference for players. Everyone built a new character using these rules and we started off doing more adventures from my library.

Rules Release Schedule

This is the list of published rules for Fantasy Flight Games and with the release of Force and Destiny as a rulebook I closed the campaign in preparation of using the Beginner games to get a greater understanding of the mechanics of play having mostly winged it during these adventures.

Comparing FFG to WEG

One thing that I noticed from running WEG adventure in SW EoTE, AoR and F&D is that as numbers where not used in most places, and stated difficulties were, they adventures simply transferred with little to no modifications needed.

The difference between WEG and FFG books at first glace is the beautiful artwork of FFG. The scale of the characters involved is also at the low end of the spectrum with no earth shattering force use. While force use is powerful, it is not the completely overwhelming power of the other system. Damage output of a Jedi is at least on par with any other character, unlike any other version I have run over the years.

Unique Rules

The initiative system is nice, either the party goes as one, or everyone does individual roles, and they become party slots vs opponent slots and any player can take any party initiative slot on the consensus of the group.

Then there is the narrative dice that let the player who rolls it determine the outcome of the roll. This allows the GM to overrule but give the players more control over how things go badly for them to fit with their character.

The three core mechanics for each rules supplement also appear to have different effects:

A character can potentially have all three of these mechanics applied to their character, but only gain morality if they have a force rating. I stated that all dark side characters are instantly NPCs as I did not have any redeem storylines planned for this campaign due to issues.

Storyline Used

Here are the adventures I ran in the Core Rules with Beta books. Again most of the details are left out as I intend to run them again as only one of my players is still around and may not remember these as well I as do. They ran for an average of 5 sessions per adventure.

The adventures that made up this campaign were:

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