![star wars age of rebellion review star wars age of rebellion review](https://wantshop.ru/media/tmp/0c292c739f21e29e287580d3b6022090.jpeg)
While Age of Rebellion has nearly identical core mechanics to its predecessor, there is a noticeable disparity in writing quality. Game Masters and players might fumble if they can't think of anything on the spot, especially as characters become more skilled. It's the driving force of the entire game line, and it works just as well for plucky Rebels as it does for aspiring rogues. That means a nominally successful action can have disastrous consequences and vice versa. Successes and Failures cancel out, as do Advantages and Disadvantages, though those two groups are tracked separately.
![star wars age of rebellion review star wars age of rebellion review](https://www.banthaskull.com/images/story/age_rebellion_heroes_05.jpg)
They also generate Advantages and Disadvantages respectively. Postive dice generate Successes, negative dice generate Failures. Split between three positive and negative dice, instead of trying to hit target numbers, you try to generate at least one success. I will at least provide a quick refresher on the Narrative Dice. I'll be focusing on what Age of Rebellion actually does differently rather than repeat myself. That approach does mean those interested in the raw mechanics of the FFG Star Wars games should read my last review. If you're going for a complete set, having those three core books take up so much space can be frustrating at times but it ends up being cheaper and more convenient than juggling supplements like too many other systems. With all the repetition, it would have been easy to do a core Star Wars book and sold the individual game lines as supplements. I have to credit FFG with avoiding one of the more frustrating modern RPG trends by putting everything you need in one book. While the lack of any real fixes is frustrating, it does at least maintain the core books' compatibility. A few of the Ace career paths add some much needed defensive talents but those require considerable investment and hardly solve the overall problem. Dogfights are such a key part of the Rebellion's identity that it's unfortunate so little was done to fix it. More frustrating, starship combat is still just as punishing and unsatisfying. Injury rules as written are put players out of the fight to soon, while also needlessly limiting the lethality. And unfortunately, the few things that didn't. Consequently, Age of Rebellion takes everything that works from its predecessor. The two systems are so similar that entire sections of the core book are almost completely identical, with the occasional reworking to better fit the military context. Edge of the Empire and Age of Rebellion are truly compatible, in contrast with the constant patching over and quibbling needed to integrate the disparate 40K game lines. Thankfully they've learned well from those days in the Dark Millennium. Much like FFG's now defunct Warhammer 40,000 Roleplay, every one of their star wars game lines share the same ruleset. Even so, this trench run proves to be a successful one. While both games are built around the same foundations, Age of Rebellion does lack a lot of the freedom and flare offered by Edge of the Empire. Both games employ the same basic mechanics and proprietary "Narrative Dice." As the name implies, Age of Rebellion allows players to play out the Rebellion's desperate struggle against the Galactic Empire. Departing from lovable scoundrels and grim bounty hunters, Age of Rebellion instead focused on the ace pilots and daring revolutionaries that made up the Rebel Alliance. Released in 2014, it came out almost exactly a year after their first foray, Edge of the Empire. Star Wars: Age of Rebellion was Fantasy Flight Games' second RPG set in the galaxy far far away.