Star Wars: Age of Rebellion RPG Core Rulebook Hardcover – 1 Jul 2014
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Star Wars Age of Rebellion Roleplaying Game Core Rulebook!
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Top Customer Reviews
The book is utterly beautiful. Its very large and full of stunning artwork that really inspires you to play. The writing is of a very high quality with lots of great examples to make the rules really clear.
There are loads of options when it comes to character creation too. You can play pretty much anything from a human pilot to a 3PO protocol droid.
The game uses Fantasy Flights social dice system first seen in Warhammer Fantasy Roleplay. Its a really elegant system that keeps focus on the story and helps both the GM and players create a fun and exciting narrative.
I've been playing RPGs for almost twenty years now and this really is one of the very best I have come across.
Pros - A well produced core rpg book hinging on a clever and simple (but initially fiddly) gaming system which heavily emphasises the narrative aspects of the role-playing experience. The book commits a lot of time and effort into encouraging the players to breath life into their characters and really flesh out who they are, advice which if heeded can only improve the playing experience. Contains some of the most impressive art and art design I've seen in the role playing field in a long time. A broad selection of equipment and vehicles.
Cons - The need for specialized dice which must be purchased separately is a touch annoying, this can be worked around with notes provided in the book but it would slow down making rolls in game considerably. Core books often suffer from a lack of depth about setting which is usually sacrificed to ensure the rule set can be delivered unambiguously and the core principles of the systen can be showcased clearly and and this one is no exception, it dips it's toe into fleshing out the universe and details about locations and history but simply doesn't seem to have the space to do more than cover the basics of one of the most sprawling and iconic fictional settings in modern culture. The equipment and vehicles sections cover a wide and useful selection of items though certain iconic ships and items are very conspicuous by their absence. I get the feeling this is deliberate choice by the makers of the book as the missing items would sit more comfortably in the Star Wars: Edge of Empire RPG Core book.Read more ›
Most Helpful Customer Reviews on Amazon.com (beta)
If you are new to the narrative dice system, this is the first game that has made me want to roll dice in probably 15 years. Success with threat? Failure with an advantage? The special dice really encourage roleplaying and finding something to neat in a dice roll other than "You hit", and I never thought I would see a dice system do that. The corebook even includes a table to convert regular dice, though I really suggest picking up at least one set of the custom dice. Consider the Beginner's set....
Do you need this if you have Edge of the Empire? Possibly not. I don't have the Beta book, but I've heard that you can use the AoR Beta book instead, due to a lack of changes. Do more research before making that decision though.
Duty makes its appearance, replacing obligation.
Want to play a Bothan, Gran, Mon Calamari, Sullustan or Ithorian? This is the book for you.
There are several careers and specializations to choose from:
Ace - (Driver/Gunner/Pilot)
Commander - (Commodore/Squadron Leader/Tactician)
Diplomat - (Ambassador/Agitator/Quartermaster)
Engineer - (Mechanic/Saboteur/Scientist)
Soldier - (Commando/Medic/Sharpshooter)
Spy - (Infiltrator/Scout/Slicer)
There is also a universal specialization - the Recruit, and the new Force class, the Emergent. The Emergent has the Force powers of Move, Enhance and Forsee
For many people, the star of the book is probably chapter 7, with the many new ships. X-Wings, B-Wings, Tie-Defenders, Imperial class Star Destroyers and many others make an appearance, so you can do large combat from the start.
Chapter 11 is 26 pages on the Rebellion. Chapter 12 provides information on rebel troops, Imperials and nonaligneds.
As you would expect, the art is amazing - though the gear pictures are repeated from Edge of the Empire. I love the Trandoshan on page 439.
If you are doing any game in the Star Wars galaxy using the narrative dice system, I'd say it's worth picking up easily.
But on to the game itself! If you enjoy RPGs and Star Wars, Age of Rebellion (AoR) has a lot to offer! The book itself is filled with some of the best FULL COLOR artwork of any product to date, and really helps to get the feel of the setting into the minds of the players. The gameplay flows well (after the shock of the dice is overcome), and allows for a large selection of humans, aliens, and droids to be chosen as player-characters (PCs). AoR tends more towards storytelling, and even has dice mechanics that allow players to briefly take control of events and sculpt the outcome. Those prospective players that lean more towards hard rules and number crunching might prefer the previously published D20 Star Wars game by Wizards of the Coast, which was a fine but very different experience.
While the contents of the 460+ page book are too large to cover in detail, the book contains everything needed to play except for the dice. Examples include rules for character creation, rule for advancement, career (class) section, equipment section, ship section, Force section (probably a bit lacking for those that really want to play a Jedi, but there will be another Core Book for that in the future), adversary section (sci-fi bestiary), Galaxy and Rebellion information section, and a short introductory adventure.
Note to Edge of the Empire (EotE) players: this book can also serve as an expansion to the EotE game. It contains multiple new races, many new ships (Rebel and Empire-focused), and some new career options (though some are repeats and others do not balance well with those in EotE [example: medic vs. doctor]). It does not, however, significantly expand The Force or greatly increase the amount of available equipment. As well, it repeats A LOT OF INFORMATION FROM THE EotE CORE BOOK. I enjoy AoR greatly, but it may not be the best expansion for EotE players on a budget.
Note - PC races covered in the book: Bothans, Droids, Duros, Gran, Humans, Ithorians, Mon Calamari, and Sullustans.
Rating: 5 out of 5 stars. An excellent pen-and-paper roleplaying game for fans of the original Star Wars trilogy! Also a respectable (but sometimes repetitious) expansion for Edge of the Empire.
I won't spend a ton of time talking about the game itself as I'm sure there are more qualified people to do so, but I'm having a blast with it. I actually really like the narrative dice system, and I love that the book integrates with Edge of the Empire & Force and Destiny. We're currently playing a 5 player campaign with players using all three of the books and there have been zero issues.
Edge of the Empire: Feels more like Firefly and Farscape. You are trying to avoid the Empire and survive in the galaxy while doing your own thing.
Age of Rebellion: You will be working for the Alliance and openly engaging in open skirmishing / warfare with the Empire.
Force and Destiny: Can do either of the above or your own story altogether. Focuses on force users and lightsaber techniques.
All of the above are roughly 85-90% interchangeable / compatible with each other.
As for the quality of Age of Rebellion:
1) Combat system is fantastic if you don't like number crunching and the D20 system that D&D, Pathfinder, and many other games use, you are in luck! Narrative dice take the spot light here. In a nutshell You ultimately progress and improve your character to throw more good dice at a problem that throws bad dice at you. Your goal at the end of the day with the dice rolls is to have more good symbols then bad because they 1 good symbol cancels out a bad symbol as do the effects with a few exceptions. This inspires a very rich RP environment in and out of combat.
2) This book(and the not included dice) is all you as a player and GM need to play this game. While a wide variety of supplements are available, they aren't required, but vastly enhance the game environment and toolbox available to GMs and players.
1) The core books are bound poorly. For whatever reason, the three core rulesbooks suffer from the lack of proper binding or cheap/weak glue. After a month or so of light use, the hardback cover begins to separate from the spinal section. After 6 months - 1 year, you will find yourself needing to get this book rebound, or something similar. This has happened with both my EOTE and AOR rulebooks, as well as my friends copy of FAD. The smaller supplement / sourcebooks don't suffer from this.
2) Errata and corrections are frequent. Take this as you will, but as a lot of situations are left to the GM, you can tell that each iteration of the game feels like a not completely version. FFG does frequently update the FAQ and make changes to the core books as well as sources, however, many abilities and a few pieces of gear and equipment leave you scratching your head as to why their were included in the first place.