I’ve never been a GM before. I hardly even have any RPG experience in general, only having a handful of sessions of Edge of the Empire under my belt (and a few failed attempts to get a group to play DnD and the old Star Wars d20 RPG.)
So I decided to try my hand at GMing Edge of the Empire. After finding some friends who could play we set off into our galaxy far far away.
I had run through the beginner game with my players and they loved it. The four of them had a lot of fun exploring the narrow world presented in the starting adventure.
After that i had them make some characters and we were ready to start the game for real.
The party is a Twi-lek politico who owes a favor, a Bothan assassin who lives by an oath, a droid trader with a bounty on his head, and a Wookie with a gambling addiction named Chumba Wumba.
Unfortunately Chumba Wumba couldn’t make it to our first session so he’ll be written in in the next session.
I wanted them to feel like what they had done in the beginner game still mattered so this is what I did.
The three players wake up in a jail cell aboard a starship. (A gozanti cruiser but they don’t know that.)
After they realize they can’t escape their cell, a mandalorian woman bounty hunter named Taryn Gev comes in and talks with them, explaining that the bounty on the droid and the Twi-lek politico is very high. She’s getting paid a lot from a source she refuses to reveal.
After bantering with them for a bit she leaves and another much less intimidating pirate walks in to guard them.
They feel a subtle thud shake throughout the ship and not long after the door opens and none other than 41-Vex comes in and sticks a needle in the guard’s neck, putting him down.
He frees the heroes and they take off, but not after almost locking the Twi-lek, Simon Silvertongue, back in the cell because he was mouthing off so much.
The players were stubborn and made Vex go first into the upcoming ambush, so he got incapacitated immediately.
They eventually make it to the main level where Oskara, Pash, and Lowhrick are in a firefight with Taryn Gev, a Journeyman Bounty Hunter, and two minion groups of 3 apprentice bounty hunters.
They see Taryn shoot Oskara and she goes down hard. Lowhrick rages and charges Taryn, shrugging off blaster fire. They both disappear out of sight.
The Simon offers Oskara a stim pack to get her back in the fight which she begrudgingly accepts.
During the fight, the droid trader CZ-12 lands a hit on a bounty hunter with his ion blaster, causing him to die an excruciating death vomiting up blood and basically suffering a terrible death.
Watch Droids in Distress episode of Rebels and this’ll seem more plausible. (No they don’t show that sort of gore on the show.)
After they players helped Pash and Oskara finish off the bad guys they run off after Lowhrick and Taryn. They find Lowhrick’s crumpled form on the ground by a hatch on the lower level.
He’s in a pool of his blood and there is also a severed arm next to him that clearly used to be attached to Taryn Gev, though she is nowhere to be found, presumably she escaped in the star-fighter that was docked below the ship.
Pash emplores the players to help him, since 41-Vex is still out of commission.
The devious Politico in the party does a daunting medical check to save him, which he succeeds at, but then decides to do a daunting deception check to let the wookiee die, but make it look like he did everything he could to save him.
He succeeded in murdering Lowhrick without arousing anyone’s suspicion.
Pash is grateful for his attempt to save Lowhrick. Oskara, Pash, and
41-Vex, thank the players for their help in taking the ship, but they need them to leave.
They give them the Krayt Fang, as they want to keep the Gozanti Cruiser for themselves and won’t need it anymore.
As soon as the players are off the cruiser the airlock seals and Pash, Oskara, and 41-Vex jump to hyperspace to mourn the loss of their friend.
My players had a lot of fun playing and I’m glad it went well and they didn’t derail my narrative plans too much.
All in all I had a lot of fun being the GM. The nature of the dice in Fantasy Flight’s role playing system is awesome and lets me really let loose creatively.
“I’m going to search the kitchen.”
“Ok, roll an average perception check. ”
“I succeeded but with four threats.”
“Ok, you found some food, but you don’t recognize it and it smells terrible. It might be moving too.”
It’s so much fun. One time one of the players was searching a bedroom, with nothing special inside, but he rolled two Triumphs. So I decided to say his sensitive Bothan nose smelled something under the bed. He ended up finding a few doses of a rare drug.
The dice are wonderful storytelling tools and keep both the GM and the players on their toes.
Chapter Index:
Chapter 2
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I can’t wait to continue their adventures in Edge of the Empire.