Wednesday, January 2, 2013

Referee's Screen: Star Wars Edge of the Empire II, part 3

Part III: Revenge of the d6


Understanding Star Wars: Edge

It is important to get the feel of play right for the game. Star Wars: Edge is different than other RPGs you may be used to, and it threw us when we began playing. In this Referee's Screen, I want to go over some of the issues we saw with macro versus micro play, and how to run Star Wars: Edge at its best given the dicing system and results. Let's dive today into micro versus macro play.

Micro Play

RPGs that play in the 'micro' are almost totally simulation games. Every blow is vectored out with a to-hit, every wound tracked, and every skill roll broken down into subtasks. Some games have marco elements (hit points, AC), but still play with a micro feel, such as D&D3.5. SBRPG had a very micro play style, with the spending of action points towards making attacks and parries, and a detailed blow-by-blow combat system. Car Wars, Aftermath, Champions, GURPS, and many other old-school games played in the micro style.

Macro Play

Remember the old D&D thru D&D2 combat explanation, which went something like this: "An attack roll covers more than just one blow, it is all the activity of the round, including defending, feints, dodging, attacks, and maneuver"? Macro play is like that, a series of actions or activities is aggregated into one roll, such as an attack roll in Arkham Horror. In these games, you are not rolling blow-by-blow to-hits, tracking bullets, and rolling to parry incoming attacks one at a time. You likely are making a 'combat roll' based on 'combat power' for your turn based on your weapons and abilities. The original D&D and its OSR clones are great examples of macro play, along with Star Wars (d6 System).

Star Wars: Macro Dipping Into Micro

Star Wars: Edge is a macro style game that dips into the micro style of play when needed. Combat is a perfect example, especially with minions. When you make an attack roll against a group of minions, you make one attack roll, and you can eliminate multiple minions with that roll. You assume the attack roll is a series of shots, and you are figuring out the result of that sequence of attacks with one roll. This is a great example of macro-style play, and the game encourages skill checks be made in a similar manner.

For example, Chewie would probably make one skill roll to repair the Falcon's broken comm dish. Busting the repair out into a sequence of events into a series of skill checks is discouraged, such as: weld the O-ring, replace the fuses, rewire the main comm line, install the dish, and test the installation. That 5-skill roll repair process would probably make sense in a game such as Space Opera or Traveller, but not here. In Star Wars: Edge, this is one skill roll with a degree of success and failure, along with the positive or negative consequences.

This is not to say Star Wars: Edge is all macro. The game can dip down into the micro when needed, and the dice can simulate what happens when that one photon torpedo shot into the ventilation shaft is needed. The game should play in the macro for the most part, and even things like star travel should utilize the dicing system to determine what happens when you jump into a star system. Life in Star Wars: Edge is controlled by those dice, and the rolls should cover a good amount of action, with those occasional 'one shot' micro rolls.

How This Plays

Now that we understand the macro vs. micro play styles, how does Star Wars play for us? Coming off Arkham Horror with its extremely macro system of task and combat resolution, we get it. The game should play more like a European-style boardgame, with the referee proposing problems to the group of players, and the players working as a team to solve them with their skills and abilities.

The micro-style play that feels like an episode of '24' doesn't really fit here, something that is typical of games like Pathfinder or GURPS, or games where you worry about penalties for switching targets, attacks of opportunity, or other micro-tropes. The game is not a sim, it is more an adventure game where you are solving a series of larger problems. Do not worry about haggling with a shopkeeper over every stim pack (in an hour long RP session); you are solving big problems with a single roll, moving to the next location, and taking on the next challenge.

Here's a good example of how this plays the best, at least in our experience:
GM: You land at the star port of the ice world, ship heavily damaged by that fight with the pirates. You will need a new reactor core, and you also have that encrypted holo-message to deliver to the contact named Jerak, who is supposed to be here, but you don't know how to contact him. All you know is that he is an alien, an asteroid miner, and is wanted by Imperial Intelligence.
Bob: Okay, Sam, you fix the ship, I'll put your pog here on the starport where our ship is. I will take Jane out to the local watering hole and start asking around for asteroid miners, where are the starport bars?
GM: Here, and a really dangerous looking one over here near the salvage yard.
Bob: Okay, let me put our pogs on the dangerous bar at the salvage yard, and we will take Vex-4 along so he can drop by the yard to shop for a new reactor. Does anything happen on the way?
GM: Make a streetwise roll, are you avoiding trouble, or doing something else along the way?
Bob: Avoiding trouble. [makes roll] 2 successes and 1 threat, what happens?
GM: No one beats you up, but it does look like a rough neighborhood. You bump into an Imperial patrol looking for troublemakers, and they take note of you and move on. You arrive at the bar, which looks like a total hole-in-the-starport-wall. Sam, make a roll for your first repairs on the ship....
The game works best with that conversational style, with a higher-level play using a large map. When something happens, either handle it with RP and skill checks, or bust out a quick tactical map for combat. Most checks should be macro, with the advantages or threats from these macro rolls guiding the action.

Use micro play on the zoomed-in combat and tactical maps, such as a roll to pick a lock, repair a distress beacon, or for one-on-one combats. Zoom back out to the macro play style as soon as possible, and don't get bogged down in the details.

Understanding how to zoom in and out like this, and keeping your game focused on macro play will give you greater enjoyment, and also keep that Star Wars feel in your game sessions. Star Wars is about the big picture, and you need to be able to aggregate action into dice rolls, keep players moving, and avoid everyone being bogged down in a dungeon hall.

Games that focus on dungeon halls are rightfully more micro and work better that way, but for dramatic sweeping sci-fi action, you need to play with a larger focus and picture. The Star Wars: Edge dice are designed to help you do this, and you need to understand how they will work for you to get the most out of the game.

-Hak

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