WEG Adventures

By RebelDave, in Game Masters

Having gained access to a lot of the old WEG D6 adventures, I was wondering what peoples opinions on them were?

What are good ones to convert?

What works well with EotE and AoR?

What kinds of levels are they aimed at?

Since FFG do not have a huge amount of adventures out yet, and I have found very little in the way on fan made stuff, and have yet to have any success in writing my own stuff, I figured... why let such an existing resource go to waste.

However, since reading every single one would be very time consuming, I thought I would turn to the more veteran gamers here who may have read/run/played these adventures before.

Any advice, as always, appreciated!

RD

I haven't personally played it, but I've seen Tatooine Manhunt recommended over and over again.

I really enjoyed the campaign ideas in Pirates and Privateers, and Far Orbit. Flashpoint Brak Sector was developed by Sterling Hershey, who is still busy making SW stuff. The Tramp Freighters book fits perfectly with a EotE campaign centred around shipping and smuggling.

The majority of the WEG output was mostly your classic Rebels v Empire, with very little of it as Smugglers Against the Galaxy. There were some books that was Smuggler-centric, Platt's Spaceport Guide, Tramp Freighters, Secrets of the Sisar Run, a couple of underworld books - but these were pretty few and far between.

As for what games would be awesome for AoR. . . .

* Tatooine Manhunt is a great adventure, full of Bounty Hunter Epxys for your players to square off against.

* Strike Force Shantipole - a nice tight game with loads of Big Name Guest Stars that the players can get a thrill from meeting without screwing up the universe too badly.

* Starfall - The Posidion Adventure, but on a Star Destroyer. Great fun (and sets up a 'story arc' of a sorts in the next couple of games).

* Crisis on Cloud City - so your players just nicked a gem and want more action on Bespin? This story was pretty solid with loads of familiar locations and folks.

* Black Ice - Want another heist? How about boosting a super tanker full of fuel? This one was pretty simplistic compared to JoY, but it was still fun.

There's tons of good games, but that's the key ones for a start.

Secrets of the Sisar Run

That's a good one for messing around with Black Sun and other criminal activities.

Goroth Slave of the Empire

Hugely expansive adventure if your group is do-gooders or have some rebel inclinations

Mission to Lianna

Big adventure involving Sienar-Santhe corp, smuggling and espionage

Riders of the Maelstrom

A relatively complicated adventure on a luxury liner, stuck between Imperial nasty and Pirate nasty, could be tweaked to suit

Quite a few of the good picks have already been mentioned. Most of what I run anymore is either home brewed or inspired by things I read in EU novels (pre-Yuuzhan Vong). Assuming you don't want to read a bunch of novels I'll try to point out some sources of WEG adventures.

For AoR the books to mine include:

1. The Classic Adventure series Volumes 1-5

2. Instant Adventures ("The Agrovia Strike" is pretty straightforward)

3. Classic Campaigns

4. Darkstryder and its companion books (The Kathol Outback/The Kathol Rift/Endgame) are very involved. However, if you want something very "on the rails" to guide you as a GM Darkstryder covers a boatload of adventure.

5. The Golden Sun is a nifty underwater adventure you can run to pit your Rebels against the Empire.

I can't praise "Flashpoint! Brak Sector" enough. There are a few adventures in the last chapter; as a whole it's a great setting that I've run two campaigns in. Lots of fun for a AoR or EotE group.

For EotE I'd specifically I'd call out:

1. Tantooine Manhunt (easily adapted from a Rebel group to a EotE group)

2. Pirates & Privateers (not an adventure so much as source material for a EotE based game.)

3. Black Ice

4. Freedom No More (a Cloud City based adventure published within Galaxy Guide 3 - The Empire Strikes Back)

5. Wretched Hive of Scum and Villainy (not an adventure but full of EotE style locales and NPCs to spark ideas galore.)

6. "The Treasure of Celis Mott" from Instant Adventures.

7. The Tapani Sector Instant Adventures has material for smugglers and EotE style characters. I haven't GM'd the adventures in that book (that I recall anyway) so I can't give you a positive or negative review.

8. Twin Stars of Kira contains smuggler adventures. "For a Few Kilotons More" comes to mind.

If you want to be inspired to create your own material based on existing Star Wars mythos bookmark Wookiepedia. Visit it often, web surf from link to link. You'll soon uncover some neat NPC or hook your heroes have never heard of that you can scoop up into your adventures.

Hope that helped.

Fantastic guys.... gives me a great place to start looking at whats available.

Thanks Very Much!

RD

I ran "Argovia Strike" from Instant Adventures for my group of very high XP PCs (@450—700 XP since the Beta release). The original adventure is about a Rebel infiltration team sneaking into an Imperial listening post to destroy it on a heavily occupied world corporate mining world.

I changed it so that the cartel the fringers were working with (Synossu and his friends) needed a way through after the Imps tightened their grip on the galaxy following the Battle of Yavin.

Things went pretty well until, on the way out, one of the PCs told the Wookiee Hired Gun to rip the arms off a Stormtrooper Sgt. that thought they were suspicious. The adventure turned into Red Dawn after that. A game I thought would take one night ran four sessions, one PC died heroically covering the escape of the others, and the party had a major obligation and XP raise.

So, it was a lot of fun!

On 5/30/2014 at 1:30 AM, Jedi Master Gunner said:

I ran "Argovia Strike" from Instant Adventures for my group of very high XP PCs (@450—700 XP since the Beta release). The original adventure is about a Rebel infiltration team sneaking into an Imperial listening post to destroy it on a heavily occupied world corporate mining world.

I changed it so that the cartel the fringers were working with (Synossu and his friends) needed a way through after the Imps tightened their grip on the galaxy following the Battle of Yavin.

Things went pretty well until, on the way out, one of the PCs told the Wookiee Hired Gun to rip the arms off a Stormtrooper Sgt. that thought they were suspicious. The adventure turned into Red Dawn after that. A game I thought would take one night ran four sessions, one PC died heroically covering the escape of the others, and the party had a major obligation and XP raise.

So, it was a lot of fun!

Jedi Master Gunner,

Recognizing that this was three years ago, do you recall how you went about converting Argovia game stats to EotE?

Edited by Wilhuf

Kyla has been doing sterling work converting these games over. Check her thread here:

I've got a bunch of the old adventures but never really read through them as I generally prefer to run my own ideas.

May have to dig them out and see if I can build a campaign idea around them.

On 7.5.2017 at 3:43 PM, Wilhuf said:

Jedi Master Gunner,

Recognizing that this was three years ago, do you recall how you went about converting Argovia game stats to EotE?

Converting is actually quite easy, since WEG pretty much used the same increment terms for difficulty. So you just translate them and use suitable stock NPCs to get through an adventure. Or you try and transfer them using Oggdude's CharGen. But in that case I wouldn't look at the NPC stat blocks from WEG but read the descriptions and come up with your own stats.

That is my advice on running the old WEG modules. I basically just have the old adventure book in front of me, the GM screen and a bunch of the super-helpful NPC cards which I preselected. Works wonderful.

Oh and sometimes you shouöd adjust the number of enemies, especially when it comes to minion groups.