For the advanced GM I'd not recommend Enter the Unknown. Except for some items, vehicles, starships and specializations, there is virtually nothing useful. The first three things I can make up on my own, the specializations are for the players. Of course if you are a SW RPG fan, you should buy everything like me
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I too would prioritize Dangerous Covenants over Enter the Unknown. It is a more universally useful book, though both are worth purchasing.
The screen is very useful, and I don't use screens other than as reference.
Not wanting to start an argument or anything. Just trying to understand. I went back and read through both books.
DC has lots of gun, bombs and armor. It has lots of how to blow stuff up and lots of how to kill stuff. It has practically no information on campaign building other than "they kill stuff" and "pay for kill'in stuff".
EtU has less equipment, and the equipment it does have is more generally useful in an overall story. It has a lot of information on how to build campaigns and story lines for exploration and such.
If you do not intend to run you game on the Edge of the Empire (?) then EiU could have limited use. But even in a Core campaign like SuF, it has a lot of use.
But DC literally is just about kill'in and blow'in them ups. You'd have to be running a Pirate game or a combat mercenary game to really need any of it.
Of course there is nothing wrong with those. Personally I think it a waste of a beautiful narrative system to just play what appears to me to be just D&D with blasters...
Note... I said appears to be. Meaning that you could be doing something totally different than what I am imagining ![]()