Which Pre-Made Adventures Segway Together Well?

By Adamaro233, in Game Masters

Going to be starting Edge for the first time here soon. Wanted to for well over a year now, but it's taken some time to find players willing to give the "new scary system with weird dice" a try. About a year back a friend gave me the game day adventure "Shadows of a Black Sun", and from my understanding it follows up the intro adventure at the back of the Core Rulebook? My Core Rulebook's in the mail on the way here, but is that correct?

Also, once Shadows is wrapped up, between The Jewel of Yavin and Beyond the Rim, which one fits easiest to act as a "sequel" to Shadows?

I'm by no means new to GMing, but want to ease myself into running Edge as easily as possible, so I want to stick to the pre-mades to start with until I get a good feel for it. I couldn't help but notice however that it isn't readily apparent on any of the modules (from what I've seen) indicating... what kind of players its made for? I know in Edge there's no "levels" like I'm used to coming from D&D/SAGA/Pathfinder, and as such I don't know about the modules way of doing things.

Do I track the XP I've given the party and somewhere in the modules it will mention what XP worth of characters it's appropriate for? Really confused here. For all I know Jewel of Yavin may be for super advanced characters with lots of XP. lol

I'm hoping that I'll have a good grip of it after the Core adventure and the game day one, and maybe I can try custom stuff, maybe after getting Suns of Fortune for ideas. But in case we tear through those adventures fast, I'd like to have an idea which of those two modules I should pick up to follow up with. :)

Oh, I forgot about the little adventure the GM's Kit comes with, that's still in the mail as well.

Either way, I know I'm starting with the little adventure in the back of the Core book, but now I don't know which to go to next between Shadows and that one, and then where to from there, or if those two can be used back to back. Blarg. lol

Relax, you might be getting ahead of yourself :) If you're an experienced GM, I'm pretty sure by the time you run Shadows you'll have a good handle on things and will be able to more easily decide which to run. It honestly took my group of 50+ very casual players about 20 minutes to get the hang of building their dice pool, and after one session they were pretty comfortable inventing their own results for advantage/triumph.

The only thing I know about JoY is that it's meant for higher XP characters (which scares me a bit, because I'm supposed to be a player in it soon, and we're all new PCs). I've heard 200XP or so is a good number. So given that, of the adventures currently available it might be best to save that for last.

BtR is pretty easy to segue into from pretty much any background. Really, any NPC they owe something to can ask them to head to the Wheel to "do a little job", or maybe their actions have brought them to the attention of the main person they'll be working for.

So I guess I'd recommend BtR after Shadows, then JoY.

I went from Escape from Mos Schutta to Long Arm of the Hutt toTrouble Brewing to Debts to Pay to Beyond The Rim. Characters recurred

Edited by Orjo Creld

We did Black Sun to Debts to Pay to a Traveler adventure and launched into BtR last week. The GM wants to advance us a bit before JoY, so we will probably do a couple few sessions on BtR.

Jewel of Yavin is a must play; it's very good. Like Ocean's 11 for Star Wars. However, as was pointed out, that's for groups with a bit of XP under their belt.

I'm writing some of my own material for my campaign. However, if I was sticking to published adventures this is the order I'd suggest:

1. Trouble Brewing (Core Rule Book)

2. Debts to Pay (GM Screen)

3. Under a Black Sun (FFG download)

4. Beyond the Rim (adventure book)

5. The Enemy of my Enemy (a well put together adventure by a community member. Check it out in the pinned compiled resource list post.)

6. Wedding Planners (an adventure written for the Firefly RPG. Download it on DriveThruRpg for $10. Easy to adapt to a EotE Star Wars group.)

7. Tatooine Manhunt (a West End Games module. Find it at Noble Knight Game's website for purchase or download it off the internet (there are sources)).

8. Jewel of Yavin (the players should have at least 250 XP by this point. Ready to play JoY.)

Edited by Midnight_X2