Star Wars: Age of Rebellion RPG Core Rulebook

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Take on the sinister Galactic Empire as a member of the Rebel Alliance. Wage guerrilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands! The...


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Fantasy Flight Games does a fantastic job at supporting this game. There are 2 of versions / iterations of this book: Force and Destiny and Edge of the Empire. The mechanics are the same, while character development and other plot driving devices are the differing factors.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:Pros: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.Cons: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.
Bynekogunner - February 29, 2016
I've only been an RPG guy for about a year and a half, but I've fallen in love with the beautiful art and construction of the rulebooks. As a big Star Wars guy this was the first book I bought myself, and I'm very happy with it. The physical construction is rock solid and the pages are packed with nice color and illustrations. My only issue is that some of the descriptions for items are a bit lacking, and the price/function charts for a few things seem oddly located.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.
nekogunner - December 14, 2015
Note that I am an enormous Star Wars nerd and geek, so this is your forewarning caveat that I gush over a lot of art, and this particular book is jam-packed with said same. The fact I could support charity through Amazon's programs is a bonus I'm humbled by.However, I do feel a need to be honest in any review, so allow me to forewarn folks that the information for the actual roleplaying game are scattered somewhat haphazardly (and, in some places, outright missing). For first-time Galaxy Masters (i.e. Gamemasters, Dungeon Masters), this will prove to be somewhat difficult to flip through. If you desire to start your own campaign, it's likely easier to purchase the Gamemaster sheets ahead of time for a condensed reading format of the essentials.The missing pieces are somewhat in-depth rules reading, regarding Duty. Every character in Age of Rebellion is assumed to be a member of the Alliance to Restore the Republic, and as a result, Player Characters are given a Duty rating. However, the rules are missing for how Duty is gained. In summary, I had to dig through Google and the Fantasy Flight Games forums to discover that the original idea was that each gaming session could award Players a total of anywhere from 5 to 15 Duty points to their overall Duty score, depending on what personal missions they had accomplished throughout the session.There are also a few areas where rules are somewhat abstracted or less talked-about. In other places, they've added on to rules concerning space combat between warships when placed beside the preceding Edge of the Empire book. In that chapter, Players are given a few additional Actions that can enhance their abilities to roleplay fighting aboard a capital ship, something that Edge of the Empire wasn't entirely designed for, I believe, as that one was focused more on freighter escapes (such as the YT-1300 Millennium Falcon).Universe fluff is very comprehensive, at least in listing key places of interest (namely planets), but also rather skint, which is fine, in that it allows a Galaxy Master to take the broad strokes of the galaxy and fill in the blanks wherever they wish.In regards to the quality, of course, I am obsessed with the art that others can churn out in droves, and Age of Rebellion delivers in spades. The artists really do earn their keep with every scene provided.My only problem regarding quality is in production. I was forewarned somewhat that the books of Fantasy Flight Games had weak binding, but within less than two weeks of purchasing, the binding glue and cloth that holds the pages together has already begun to fall apart. This is perhaps my biggest fear, as I love to flip through the pages, and I'm likely going to find myself eventually wearing this book out within a span of a year. We will see.Overall, I want to give this 4 out of 5 stars for its quality, with the issue of the binding being one I wish that FFG would consider in the future. I hope this helps others.
ByCaptain Moscow - August 6, 2017

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Star Wars

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Take on the sinister Galactic Empire as a member of the Rebel Alliance! The 464-page Star Wars: Age of Rebellion Core Rulebook provides everything you and your friends need to wage guerrilla warfare across the Star Wars galaxy, face down legions of stormtroopers, or steal secret plans and restricted codes. No matter what role you play in the Rebellion, the fate of the galaxy rests in your hands while custom dice help create an immersive narrative with each and every check.

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The Star Wars universe is at your fingertips! The 448-page Star Wars: The Edge of the Empire Core Rulebook is a roleplaying experience set in those thousands of places across the galaxy where morality is gray and nothing is certain. It contains everything that players and GMs need to conduct their adventures as smugglers in the Outer Rim, to collect bounties on the scum in the shadows of Coruscant, or to establish new colonies beneath the Empires notice.

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Fantasy AGE Basic Rulebook

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The Fantasy AGE Basic Rulebook is your entry point to tabletop roleplaying. Now you can be the hero in your own sword and sorcery adventures! This is the game played on Wil Wheaton's new tabletop RPG show, Titansgrave: The Ashes of Valkana. The Adventure Game Engine (AGE) rules are easy to learn, and feature an innovative stunt system that keeps the action tense and exciting. This Basic Rulebook includes full 20 level advancement for all three classes, a new magic system, advice for players and GMs, and an introductory adventure so you can get started right away. You can use Fantasy AGE to run adventures in the campaign setting of your choice or a world of your own creation. A new AGE is upon us!

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Strap in and blast off! The Starfinder Roleplaying Game puts you in the role of a bold science-fantasy explorer, investigating the mysteries of a weird and magical universe as part of a starship crew. Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other. This massive 560-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more--everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars! The Starfinder Core Rulebook includes: * All player and Game Master rules in a single volume. * Complete rules for science-fantasy races like logical androids, telepathic lashunta, ysoki ratfolk, and more--plus all of the classic fantasy races of the Pathfinder Roleplaying Game! * 7 new science-fantasy classes, from the spellhacking technomancer to the starship mechanic with a remote-controlled robot. Will you be a heavily armored soldier, a charismatic envoy, a stealthy operative, an occult mystic, or the cosmically attuned solarian, who calls forth strange powers and shapes energy weapons from stars and black holes? * A detailed overview of Starfinder's core setting, including the planets of the Pact Worlds, their gods, major factions and threats, and more. * Complete rules for starship combat, as well as for building and customizing your starship. * Hundreds of science-fantasy weapons, armors, and items, both magical and technological, from plasma cannons and holy power armor to enchanted swords and cybernetic implants. * Hundreds of spells to let your mystic or technomancer tap into esoteric energies and rewrite the laws of physics. * Rules for alien environments, deadly traps, bizarre diseases and poisons, and everything else you need to craft exciting adventures. * Advice on converting Pathfinder RPG content to Starfinder, and vice-versa. * And much, much more!

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An unparalleled look behind the scenes of the magical world of Star Wars.

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Dragon Age RPG Core Rulebook

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The Dragon Age RPG brings Thedas to your tabletop! Now you can experience BioWare's rich and engaging world in a classic pen & paper roleplaying game. This new Core Rulebook combines the rules and background of the original game under one cover for the first time, and adds a brand new adventure as well. The game system is easy to learn and play, and the book is packed with lore from the world of Thedas. Dragon Age also features an innovative stunt system that keeps combat and spellcasting tense and exciting. So gather your friends, grab some dice, and get ready to enter a world of mages and templars, of Grey Wardens and darkspawn, of gods and demons ... the world of Dragon Age!

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This book is designed to be the complete rulebook for all modern roleplaying games using the d20 settings. Thematically aligned with the highly popular heroic fantasy and horror genres, this volume will build on the strength of the growing d20 System while attracting new players.

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