The Star Wars RPG Guide

The Star Wars Roleplaying Game from Fantasy Flight Games, now with Edge Studio, tells stories of smugglers, rebels and Force users with dice that answer more than "did it work?" Every roll also tells you what else happened along the way. This guide covers Edge of the Empire, Age of Rebellion and Force and Destiny, which share one rules system. It takes you from your first character through combat, starships and the Force to running a campaign, or playing alone.

The core check1 net Success wins

The Star Wars RPG at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Narrative Dice

Seven custom dice. Your skill and characteristic build the green and yellow dice; the GM sets the purple and red ones; blue and black dice cover circumstances.

Success and Advantage

Failures cancel Successes and Threats cancel Advantages. You can succeed with Threat or fail with Advantage, so every roll has a "but".

Triumph and Despair

The yellow and red dice can show a Triumph or a Despair: a Success or Failure that also brings a big turn of fortune.

Obligation, Duty, Morality

Each core book gives characters a story engine: the debts of the Outer Rim, service to the Rebellion, or the pull between light and dark.

The Guide

Players first, then the GM pages, then playing solo. Read in order or jump to what you need.

Getting Started

Characters & Crews

Rules of Play

For the GM

Campaign Creation

Choosing a campaign type, factions, pacing, character growth and Session Zero.

Game Master Techniques

Running the narrative dice, NPCs, encounters, improvisation and Obligation or Duty in play.

Campaign Foundations

The first decisions for a new campaign: tone, era, the crew and the conflict.

Campaign Arcs

Three-act structure, session shape, character arcs, climaxes and endings.

Running Ground Combat

Battlefields, unit types, tactics, terrain and keeping a big fight readable.

Running Space Encounters

Dogfights, chases, blockades and capital ships, with a job for every crew member.

Running Force Users

Jedi training arcs, dark-side temptation, Conflict and lightsaber construction.

Social Encounters

Cantina scenes, negotiation, information trading and social conflict that runs on strain.

NPCs & Villains

Memorable NPCs, villains with plans, relationship networks and redemption.

Droids & Technology

Droid types and personalities, playing a droid, and technology as a story tool.

Planets & Locations

Building worlds, terrain, cultures and specific locations that create challenges.

Galactic Politics

Factions, power, intrigue, negotiation and war economies.

Visions, Time & the World Between Worlds

Force visions, timelines and the World Between Worlds, and whether to use them at all.

Putting It All Together

How the GM pages fit together, with a first campaign from start to finish.

Playing Solo

Tools

Use these at the table.