My group has been using it for about two years and I first ran the system about 5 years ago. The only issue I really have is that we get neutral rolls with too many dice
Thanks for the video. I just started collecting some of these books now that Edge is putting out the reprints. Normally proprietary dice games are a hard no for me, but this one seems like they designed the system to make the most of the dice. ...also Star Wars.
This is the most common issue I as the GM have with potential new players. They are used to "normal" dice with numbers. But i just started a new Edge of the Empire campaign with players from my DnD group, and after just one session/intro game they are sold, they even bring the dice system up during our DnD sessions. So once players try it out (well most of them) they will find that its a much better system than the standard D20 succeed or failed result. It just need a little time to get used to.
I certainly like the idea of that dice system, but I find the execution rather bad. I thing FFG improved on it a little with dice approach in L5R, but overall I think they are still not there. Personally I don't like them because they remain to much about success and failure and also based on the characters capability, and thus they are still playing into the paradigm of ableism which I thing is something a truly narrative system should not do. And since the dice are completely separated in negative and positive dice, it makes then the dice pool allocation more important than the actual rolls. That is why I would say the L5R dice are slightly superior, since they have negative effects on the main dice, thus the narrative told can be based on the choices the players make when choosing which results they keep. Anyway, I work on my own system that has a similar approach, but solves the issues I have with how GGG did them.
I never considered the paradigm of ableism that might be inherent to the system. That's a take I should have considered. Thanks for the transparency and good luck with crafting your own system!
@@seileen1234 Sure. The paradigm of ableism based on that everything we do in the hobby is framed through the lens of the abilities of the character. It is always rolling abilities, having abilities to do thigs, and so on. And sure, this kind of valuing people only by what they're capable of has become very much the norm in our capitalist world, but if you look at older fiction then you will notice that many tales have been more about who the characters were and not about their performances. I will take a modern example -- Indiana Jones and the Raiders of the Lost Arc. Big Bang Theory (a show I do not like) had an episode in which they made it to look like it is a bad thing that Indy has no real impact on the narrative. But I think that is exactly the wrong lesson there. It never was about what he is capable of doing, he did not win because of his abilities, but he won because he closed his his and trusted in that the arc will do its thing. The other films depict him as more capable, but the solution is still often very much outside of his control. And for me that the narrative can tell us about the character even beyond their control is the reason why I would like to the paradigm of how we tell stories in the medium (and like I said quite a few other media as well) to be gone. Hope that helped.
@@Drudenfusz Thank you for explaining the concept. I think that in RPG, the most damaging thing you can do to players, is having no abilities and no control over the narrative. In Roleplaying games, players are in control and they need to be, otherwise you aren't playing but writing a book.
I think there's *incredible* merit to a system that mixes positive & negative outcomes; and it looks like this system emphasizes that feature to a level I've never seen before. The proprietary dice and the very narrow functionality kind of outweigh the benefits though, imo. This feels like a signpost leading to a good idea, if that makes sense? Like if "Call of Cthulhu's" Luck Mechanics and the PbtA Mixed Success features were a first step, this looks like a second, and I'm waiting on a third. Like I kinda wonder if running or playing these systems might engender a different approach to adjudicating gameplay in a more versatile system down the line.
I feel like down the like the approach to running games has already changed considerable. We have diceless rpg systems like Wanderhome and Index Card Based RPG systems (Index RPG) that are popular amongst hobbyists. I think definitely the focus on narrative and unique ways of play that don't involve combat and/or mechanics revolving around specific themes are definitely becoming more relevant. Honestly any system that emphasizes positive and negative outcomes is always an enjoyable experience for me!
If you’re going to do proprietary dice it helps if they’re available to buy. Seems they’ve been out of stock everywhere for quite some time now. I know they have the App but I still prefer physical dice.
Dice with symbols - just NO. Numbers have been fine for thousands of years. If you really have to different just for the sake of it then stick a word on there instead of some bizarre hieroglyph "BOON' CRIT "BANE' etc.
You'd be amazed how fast and easy it is to read the symbols after just a few rolls. Its only 6 symbols to learn and they are fairly intuitive, in fact putting small words on the dice would make them harder to cancel as you learn to just glance at the symbols that you now associate with each other (like success and failure) and can quickly remove them from the pool while figuring the results. The thing that makes the dice stand out isnt just that they have the symbols on it, its that they fully integrate and build the entire system around the dice and symbols to create a unique gameplay experince. The core books actually come with charts you can use to play the system with normal dice, but no one does that, because it makes for a far worse experience playing and makes the game far slower.
So much better. Obviously it's got some bugs, but it's far better than a D20 system. So much more dynamic.
I agree. The dynamic rolls make for a really engaging game if you ask me!
My group has been using it for about two years and I first ran the system about 5 years ago. The only issue I really have is that we get neutral rolls with too many dice
I often think about how cool it would be to use these dice in other systems, particularly World of Darkness games.
The generic system Genesys with a bit of fixing and tooling around I think you could make it work. It would just tak a lot of work on the GM end!
Thanks for the video. I just started collecting some of these books now that Edge is putting out the reprints. Normally proprietary dice games are a hard no for me, but this one seems like they designed the system to make the most of the dice. ...also Star Wars.
Glad I could help. I might make a video on FFG and more indepthly about Star Wars.
This is the most common issue I as the GM have with potential new players. They are used to "normal" dice with numbers.
But i just started a new Edge of the Empire campaign with players from my DnD group, and after just one session/intro game they are sold, they even bring the dice system up during our DnD sessions. So once players try it out (well most of them) they will find that its a much better system than the standard D20 succeed or failed result. It just need a little time to get used to.
I certainly like the idea of that dice system, but I find the execution rather bad. I thing FFG improved on it a little with dice approach in L5R, but overall I think they are still not there. Personally I don't like them because they remain to much about success and failure and also based on the characters capability, and thus they are still playing into the paradigm of ableism which I thing is something a truly narrative system should not do. And since the dice are completely separated in negative and positive dice, it makes then the dice pool allocation more important than the actual rolls. That is why I would say the L5R dice are slightly superior, since they have negative effects on the main dice, thus the narrative told can be based on the choices the players make when choosing which results they keep. Anyway, I work on my own system that has a similar approach, but solves the issues I have with how GGG did them.
I never considered the paradigm of ableism that might be inherent to the system. That's a take I should have considered. Thanks for the transparency and good luck with crafting your own system!
Can you explain the paradigm of ableism?
@@seileen1234 Sure. The paradigm of ableism based on that everything we do in the hobby is framed through the lens of the abilities of the character. It is always rolling abilities, having abilities to do thigs, and so on. And sure, this kind of valuing people only by what they're capable of has become very much the norm in our capitalist world, but if you look at older fiction then you will notice that many tales have been more about who the characters were and not about their performances. I will take a modern example -- Indiana Jones and the Raiders of the Lost Arc. Big Bang Theory (a show I do not like) had an episode in which they made it to look like it is a bad thing that Indy has no real impact on the narrative. But I think that is exactly the wrong lesson there. It never was about what he is capable of doing, he did not win because of his abilities, but he won because he closed his his and trusted in that the arc will do its thing. The other films depict him as more capable, but the solution is still often very much outside of his control. And for me that the narrative can tell us about the character even beyond their control is the reason why I would like to the paradigm of how we tell stories in the medium (and like I said quite a few other media as well) to be gone. Hope that helped.
@@Drudenfusz Thank you for explaining the concept.
I think that in RPG, the most damaging thing you can do to players, is having no abilities and no control over the narrative.
In Roleplaying games, players are in control and they need to be, otherwise you aren't playing but writing a book.
I think there's *incredible* merit to a system that mixes positive & negative outcomes; and it looks like this system emphasizes that feature to a level I've never seen before. The proprietary dice and the very narrow functionality kind of outweigh the benefits though, imo.
This feels like a signpost leading to a good idea, if that makes sense? Like if "Call of Cthulhu's" Luck Mechanics and the PbtA Mixed Success features were a first step, this looks like a second, and I'm waiting on a third.
Like I kinda wonder if running or playing these systems might engender a different approach to adjudicating gameplay in a more versatile system down the line.
I feel like down the like the approach to running games has already changed considerable. We have diceless rpg systems like Wanderhome and Index Card Based RPG systems (Index RPG) that are popular amongst hobbyists. I think definitely the focus on narrative and unique ways of play that don't involve combat and/or mechanics revolving around specific themes are definitely becoming more relevant.
Honestly any system that emphasizes positive and negative outcomes is always an enjoyable experience for me!
If you’re going to do proprietary dice it helps if they’re available to buy. Seems they’ve been out of stock everywhere for quite some time now.
I know they have the App but I still prefer physical dice.
Yeah it can be frustrating. That is why I play my games online cause the support exists way better online.
Baron of Dice makes a set of these. Just ordered one and they look great.
@8:11 "the system is gimmicky" So how is this "perfect dice system" also gimmicky?
Not self exclusive
I am proud to be the 69th like
Niiiiiiceeee~
Dice with symbols - just NO. Numbers have been fine for thousands of years. If you really have to different just for the sake of it then stick a word on there instead of some bizarre hieroglyph "BOON' CRIT "BANE' etc.
You'd be amazed how fast and easy it is to read the symbols after just a few rolls. Its only 6 symbols to learn and they are fairly intuitive, in fact putting small words on the dice would make them harder to cancel as you learn to just glance at the symbols that you now associate with each other (like success and failure) and can quickly remove them from the pool while figuring the results. The thing that makes the dice stand out isnt just that they have the symbols on it, its that they fully integrate and build the entire system around the dice and symbols to create a unique gameplay experince.
The core books actually come with charts you can use to play the system with normal dice, but no one does that, because it makes for a far worse experience playing and makes the game far slower.