Timing to Run Jewel of Yavin in Campaign

By Midnight_X2, in Game Masters

Hello Good GMs of EotE,

One of my Star Wars groups will be converting to Edge of the Empire from WEG d6 soon. I am most looking forward to running Jewel of Yavin as an "Ocean's Eleven" meets Star Wars kind of adventure (I have a cerebral group that loves to plan things out; they'll love it). Since I've never run EotE before (but about 20 years of WEG d6) I would appreciate some advice here.

Here is the order of the first seven adventures I plan to run the campaign in:

1. Trouble Brewing (one session - 15XP)

2. Debts to Pay (one session - 15XP)

3. Under a Black Sun (one to two sessions - 25XP)

4. Beyond the Rim (three sessions - 95 XP)

5. Jewel of Yavin

6. Tatooine Manhunt (updated to EotE rules - probably 60 XP)

7. Murder on Arcturus Station (updated to EotE rules - probably 25XP)

Will the party be powerful enough to take on Jewel of Yavin given the timeline above? I figure they'll have 150 XP to their names by the time they start JoY. Is that enough? Or should I run it later ?

Thanks for any insights.

Well, we're about half way through the game and we're at 250-ish points, and everything seems to be just about right. So you might have to dial things back slightly.

On another note - how were you thinking of reworking Tatooine Manhunt, assuming of course that your group is a Smugglers/Nar-do-well group and not a band of rebels.

Just a note on your timings:

My group, while combat heavy, does like to plan things out. That being said it took us 2 sessions to run Trouble Brewing. Under the Black Sun was the first adventure I've run as a GM and we got through that in a single session. And, in another EotE group I'm in as a player, we are 3 sessions in for Beyond the Rim and I'm guessing we have at least 1 or 2 more to go, though that group runs a little bit slower than the group I GM. Just a heads up.

On another note - how were you thinking of reworking Tatooine Manhunt, assuming of course that your group is a Smugglers/Nar-do-well group and not a band of rebels.

I was planning on tweaking the origin of the story that the Rebel Alliance had taken a bounty out on Adar Tallon 's safe extraction in the face of Imperial dispatched bounty hunters. Kind of a reverse play on hunting a bounty to get EotE players involved.

My group is at 230-ish and not very combat centric. Any suggestions? I am reading through the book now. Beyond the Rim was their launchpad adventure and I modified that somewhat and followed the suggested XP with my own bonuses. The party blew that out of the water. Besides very close calls in the hardcore combat encounters I designed.

Edited by armlessbaby

Wow you guys blew through Beyond the Rim fast. My group took like ten sessions on that!

Beyond the Rim will need more than three sessions to do it justice. Repeatedly I must tell myself to slow down and get the most out of these excellent FFG scenarios. I'm doing it now with Under a Black Sun. A vehicle chase through the wilds of Imperial Center deserves better than a hurried session to get to the story.

So what I'm taking out of this feedback is to figure on more sessions (and thus XP) for "Beyond the Rim" and I should also probably move "Jewel of Yavin" back to the seventh game of the campaign. I have many more episodes outlined out so I could bump it even further down the line; however, I know my players are going to love the "Ocean's 11" feel of "Jewel of Yavin" so I can't wait to get to it.

My group did BtR in five sessions. Each one running between 4 and 6 hours. We're going to start JoY in two weeks or so and I'm really excited to see how they handle it. They've already gone back to Cholganna and captured a nexu for a Hurt and found a hidden treasure vault with a big payload. Seeing how they try to get rid of their riches might bring in some Imperial investigation.