If you own the FFG Star Wars books, do you need the Genesys Core Book to start playing it?

As a long time player of the FFG Star Wars games (Edge of the Empire, Age of Rebellion, and Force and Destiny), I was very excited to hear about the release of FFG’s new RPG Genesys, which uses the same Narrative Dice System (albeit with slightly altered dice). While I was pleased to hear about it’s release, I was wondering if the $ 40 price tag was worth it if I already had all of the Star Wars RPG core books.

Are the rules exactly the same (obviously with altered classes, races, etc.), or is it changed enough to warrant purchasing the new book? Is it possible to play in non–Star Wars worlds with the Star Wars books?

Ultimately, what I’m asking is whether it’s different enough to require buying the new book to “play Genesys”, or whether I can “play Genesys” using the rules in my Star Wars RPG books.

New Star Wars Rev. Ed. GM in need of toolkit

I haven’t played SW Revised Ed. in about 15 years, and when I did I was only a player, not a GM. I decided to GM a game for my nephews but have never GM’d before. I think I’ll be ok on game mechanics (they’re ages 9-15 and I’m simplifying some things for mutual benefit), but I’ll be lacking on GM story-telling skills.

I’m not asking for story ideas, but need some cheat sheets for the descriptive story-telling filler to make things sound realistic and interesting.

Something like a list of planets, their unique traits, native species, languages, etc. Or common animals, common ships, etc. Right now I will have to say things like "a ship lands and out runs a Rodian riding a beast". I would love to say "a C-class freighter lands out steps a Rodian riding a gundark", or whatever. Sure I can look up some of these things and some will come with time, but has someone already thrown together a nifty cheat sheet so it doesn’t take me 20 minutes to come up with 2 lines of story-telling?

Thanks!

Is there a Star Wars adventure for Awesome Adventures? [closed]

I teach English to a Japanese couple. I discovered they like Star Wars 4: A New Hope. I imagine there are a million RPG adventures for it but I want one for the Fate-based Awesome Adventures system (as I bought the book in Australia for myself and I don’t get reimbursed for expenses).

I want a adventure for two players with pre-generated characters — preferably a man and a woman — any necessary Star Wars setting info, a rather railroady plot so they can just play and get used to the system and the totally new experience of RPG roleplaying, while also learning English. I only have 1½ hours for the lesson but it can obviously be split over several lessons.

Star Wars Beginner Box Set [closed]

I’m 42 years with Emotional and Behavioral issues(Disabled). I have all three Beginner Box Set game. How do I get my niece and her boyfriend to play one of the Star Wars Beginner Box Set games?. Backstory: But, she just read the Star Wars Core Rule book and then said: I’m not playing it. If I brought it up again. She’ll say: “Ah” to me. I have a hunch that she wants to play. But the core rule book is preventing her. She thinks that the Core Rule book for AOR, EOTH and F&D are it.

How to run a month-long chase in Star Wars D&D

I am running a D&D 5e Star Wars campaign. The characters received a prophecy that told them the only way to prevent galaxy-ending destruction was to kill the Sith Lord, and that it must be done within the month.

Each adventure, and session, takes about 4 days on average in-game.

I would like to have it come down to the wire time-wise to help with an epic boss battle. However, the player’s are frustrated by seeming to run around in circles hunting the Sith and not getting anywhere.

How can I still make the chase take a month, but keep players invested and interested, as well as happy?

What should I keep in mind when running a Star Wars game?

It is our group’s first time running a Star Wars campaign ever, and it seems that the role of GM has fallen to me.

(For context, our group has previously played:

  • D&D 5e
  • AD&D 1e
  • Call of Cthulhu 5e
  • Mutants and Masterminds 3e {ongoing}

)

My record of GMing, in general, is rather shoddy as every campaign I have ever run (5e only) has wound up a massive disappointment as compared to some of the more enjoyable campaigns.

Most of my player complaints consist of me not having a clear enough storyline (ie they have no clue where to go). This is most definitely valid advice, but I am worried I am going to end up railroading the whole affair and ruining it for my group yet again.

So I suppose my question is this: How can I keep my Star Wars Storyline clear without it devolving into railroading or ruining the fun for my players?

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