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Star Wars RPG (FFG) hero art
Fantasy Flight Games / Edge Studio (Asmodee)

Star Wars RPG (FFG)

"A long time ago in a galaxy far, far away... your story is just beginning."

DiceНарративные кубики (Narrative Dice System)
Players3–6
Prep~30–60 min
Foundry VTTCommunity
Complexity
What is this system

Three fully cross-compatible core rulebooks — Edge of the Empire (2013), Age of Rebellion (2014), and Force and Destiny (2015) — cover every facet of the Star Wars universe. At the heart of the system are unique narrative dice bearing symbols instead of numbers. Every roll resolves on two axes: Success/Failure and Advantage/Threat. You can achieve your goal but land in trouble, or fail spectacularly yet discover something useful. Triumph and Despair — rare symbols on Proficiency and Challenge dice — create moments of cinematic intensity. The system encourages collaborative storytelling: players don't just roll dice, they interpret the result together with the GM, shaping the story on the fly. The books boast outstanding production quality: 450+ pages of full-color illustrations, meticulously crafted rules, and an extensive bestiary. Originally published by Fantasy Flight Games, the line has been maintained by Edge Studio (an Asmodee subsidiary) since 2020.

Edge of the Empire — the book for stories on the galaxy's fringe. Smugglers, bounty hunters, mercenaries, colonists, and technicians. Unique mechanic — Obligation: every character carries a debt, addiction, or dark secret that can catch up with them at the worst possible moment. Before each session the GM rolls d100 — and someone's past comes knocking. Tone: 'Han Solo meets Firefly.'

Age of Rebellion — the Rebel Alliance's war against the Galactic Empire. Soldiers, spies, commanders, diplomats, and pilots. Unique mechanic — Duty: the character's contribution to the Rebellion, from recon to sabotage. As Duty grows, the group gains access to Alliance resources — ships, bases, reinforcements. Tone: 'Rogue One' and 'Star Wars Rebels.'

Force and Destiny — the story of the last Force-sensitives in an era when the Jedi are destroyed and the Empire hunts anyone who can feel the Force. Guardians, mystics, warriors, seekers, and sentinels. Unique mechanic — Morality: a numeric scale from 0 to 100 determining where a character stands between Light and Dark. Every use of the Force is temptation: dark side pips are more powerful but bring you closer to falling. Tone: 'A wandering Jedi knight seeking lost knowledge.'

Setting

The Star Wars galaxy during the era of the Galactic Civil War — between Episodes IV and VI. All three books are fully compatible: a smuggler with Obligation, a rebel with Duty, and a padawan with Morality can share the same table. The galaxy spans thousands of worlds — from the ecumenopolis of Coruscant to the desert wastes of Tatooine, from the frozen plains of Hoth to the forest moons of Endor. The Outer Rim is the domain of Hutts, pirates, and free traders. The Core Worlds groan under the Empire's iron heel. And between them — endless possibilities for adventure: abandoned Jedi temples, cantinas on dusty outposts, Imperial prison barges, and asteroid fields full of war debris.

What it looks like at the table
The ship shuddered. 'Imperial patrol,' the Rodian pilot muttered. The Twi'lek mechanic assembles her pool: two green Ability dice for her Mechanics skill, one yellow Proficiency die for her high Intellect, plus a blue Boost die for the recently installed overdrive. The GM adds two purple Difficulty dice and a red Challenge die — modifying engines mid-chase is no joke. The roll: two Successes, one Threat, and... a Triumph. The engines roared — the ship surged forward, leaving the TIE fighters behind. But the Threat means the overload knocked out life support on the lower deck. And the Triumph? The pilot grinned: 'We just beat the Kessel Run record.' The ship jumped to hyperspace — right under the nose of a Star Destroyer.
Playstyle
action Narrative Social Exploration Space
Key mechanics

Narrative Dice

Seven types of dice with symbols. Success + Threat, Failure + Advantage — every roll creates a layered story, not just 'hit or miss.'

Destiny Points

A shared pool of light and dark tokens. Players spend light tokens to boost rolls, the GM spends dark ones. The balance constantly shifts, building tension.

Obligation / Duty / Morality

Each book adds a unique drama mechanic: a smuggler's debts, a rebel's service record, or a Force-user's struggle between the Light and Dark Side.

Talents & Specializations

Talent trees instead of levels. Each career has multiple specializations, and characters can buy into trees from other careers, creating unique combinations.

What people say
The narrative dice system is pure genius. Elegant. Intuitive. Easy to learn, but requires practice and dedication to master. It encourages players to collaborate and contribute to the narrative, making it a more cooperative storytelling experience.— u/GroggyGolem, r/swrpg
I ran Edge of the Empire for two years. The moment that sold me was when a player failed a Piloting check but rolled three Advantages — so she crashed the speeder into the hangar bay door, but the explosion took out the guards on the other side. That's Star Wars.— u/Kill_Welly, r/rpg
The books are among the most gorgeous I have ever run a game from. The production quality is insane, and the art captures the feel of the original trilogy perfectly. Edge Studio has kept the line alive and I'm grateful.— u/Ghostofman, r/swrpg
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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