This time it’s Age of Rebellion up for review (following Force and Destiny). Age of Rebellion is set in the time-frame preceding the Original Star Wars Trilogy, much like Force and Destiny, but with a very focused look at The Rebellion, and the soldiers, diplomats, and such that make it up. Age of Rebellion came out before Force and Destiny, and after Edge of the Empire, so it appears we’re taking a reverse viewing of these books, back to the beginning!
This book is being reviewed after 4 weeks of a Star Wars campaign powered by this system, so it’ll have a more nuanced look at the rules.
1.) Size and Production Quality
Much like Force and Destiny, Age of Rebellion is a 440ish page hardcover that retails for 60$. The interior is full-color, and the layout and graphic design are great. It’s pretty clear this book is in the same line as F&D and you’d be hardpressed to find difference in the layout.
Much like F&D, the art is fantastic. Top notch art direction set in the Star Wars universe captures the feel of the setting, and imparts a definite and different feel than it’s successor.
3.) Content and Rules
In my Force and Destiny review, I discuss my views on their dice mechanic, so I won’t replicate them there.
In a lot of ways, this book is almost identical. You have six careers, each with 3 specializations. The Jedi focus has been replaced with a focus on soldiers, commanders, and military minds, and the game has a very strong bent towards rules that enable you to buff allies, lead troops, and conduct tactical plans before combat begins.
It’s got a very militaristic style of campaign, with missions, objectives, and more like that. I don’t think the game suffers for it, but it’s certainly a game that requires a particular desire to play in that sort of campaign.
Morality from Force and Destiny has been replaced with Duty, a focus on what drives your character to join the Rebellion, and also impacts the level of equipment you can requisition. It’s entirely possible that I misread the intent behind this section, but it appears that as you increase your Duty, you get access to better equipment, less oversight, and more.
Additionally, the Duty mechanic requires the Gamemaster to focus on a particular group member’s duty each session, which seems like it could cause a issue, if the duty can’t be easily slotting into the campaign story the GM wants to tell.
4.) Game Master Section
The GM section is very similar to Force and Destiny, and delivers the same tone. My only issue is I wish it would have delved a bit into the make of the military arm, political arm, and espionage arm of the Rebellion, and given me some terms, and more detail regarding that.
5.) Pre-made Adventure
The premade adventure is a very military-esque mission, focused on the needs of the Rebellion and very basic and easy to play. It’s fairly uninspired, and it didn’t grab me as much as the pre-made in F&D did.
Total Score: 37/50
Not quite as good as Force and Destiny, and the more I’ve played this game/its counterparts, the less enamored I am with it. The mechanics are very good, but the multitude of symbols makes the game difficult for newer players to grasp quickly, and the spending of said symbols additionally causes similar problems.
If you like Star Wars, and non-Jedi characters, and are going to play the FFG game, this book is a must have, and you won’t regret getting it.