-Nate
Age
of Rebellion RPG Review
I feel a little strange reviewing the Age of
Rebellion core rulebook, given that it uses mostly the same
mechanics as Edge of the Empire. Even so, I thought it could
be useful to do a chapter-by-chapter comparison of the two books,
looking at what's the same and what's different. With that in mind,
here goes.
0. AoR has an added introduction, seven pages
long, with an example of play; it also talks about using this book
with EotE.
1. Playing the Game
These chapters still introduce the core mechanics and
concepts. Some of the flavor description is different, given the
focus of each book, but they're still pretty similar.
2. Character Creation
Here we see the first big content changes. For AoR,
the species included are Bothan, Droid, Duros, Gran, Human, Ithorian,
Mon Calamari and Sullustan. Gran was the one big surprise in that
bunch; I'm not sure that I've ever had somebody play one before. For
careers, there are Ace, Commander, Diplomat, Engineer, Soldier and
Spy. Not surprisingly, they are very much war-oriented. There's also
a “universal specialization,” the Recruit, that seems easier for
characters on other career paths to access.
3. Skills
This chapter in AoR seems quite similar to the
one in EotE.
4. Talents
This chapter in AoR seems quite similar to the
one in EotE, except that the talents described are ones taken from
the careers and specializations. There is some overlap, but there are
new ones, too.
5. Gear and Equipment
Although many of the presented in AoR are the
same as in EotE, there are a few differences.
6. Conflict and Combat
These chapters seem to be very similar to each other.
7. Starships and Vehicles
While the rules portions of these chapters are very
similar, the ships and vehicles presented in AoR focus much
more on vessels of the Galactic Empire and the Rebel Alliance. More
starfighters, not so many freighters.
8. The Force
Age
of Rebellion presents a new
career, the Force-Sensitive Emergent. With it are three new talent
trees, Move, Enhance and Foresee. These seem like a natural way to
build upon the abilities of the Force-Sensitive Exile presented in
EotE.
9. The Game Master
Much of the content is similar in these chapters,
although there are changes for the different campaign emphases of the
two games.
10. The Galaxy
There is a little bit of overlap here, when it comes to
details about hyperspace lanes and the regions of the galaxy. Still,
the focus is on the Galactic Civil War and what different places mean
to that struggle. Additionally, the worlds that receive full-page
write-ups are Alderaan, Byss, Chandrila, Dac (Mon Calamari), Hoth,
Imperial Center (Coruscant), Sullust and Yavin IV, none of which
received them in EotE.
11. Rebellion (replacing Law and Society from EotE)
This seems to all be new content detailing the structure
of the Rebel Alliance and various Rebel activities.
12. Adversaries
Here again there's a lot more focus on the beings who
make up both sides during the war, rather than those who live on the
fringes of the galaxy.
13. Perlemian Haul
This is, of course, an entirely new adventure from the
one, “Trouble Brewing,” presented in EotE.
All in all, Age of Rebellion is very well done.
The rules are solid, the art is gorgeous and the book is put together
well. It feels weird to pay full price for a tome that duplicates
material I already have, but the book could be a stand-alone for
players and GM's who want to play this style of adventure rather than
the one presented in Edge of the Empire. At the same time,
having both books can help present a more varied tapestry of the Star
Wars universe in a campaign.
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