Say you have a party that is made up of an edge character 2 Rebellion characters and a Force and destiny character. The Age and Edge characters group resources are pretty interchangeable. And you can easily go with most of them and everyone of the edge and rebellion characters will be fairly happy. The Force and Destiny character is gonna want the holocron or mentor most likely. Which the rest of the group will not find useful. But the Force and destiny character is really gonna want to help with training etc.
What do you do?
Group resource and mixed parties.
Allow the F&D character a basic holocron, and the rest of the party to choose something. (My group chose to go with a ship, which makes it easier for adventure planning)
Force and Destiny has an option for a ship, but the ship is going to be very cheap. This didn't jive well for the mixed game I was planning on running.
I gave my players an option of a ship (120K credits or less), Base of Operations, half a "squad" of 2-man fighters (Y-Wings), holocron, or a master. They chose a base of operations.
I tend to lay out beforehand what type of game they can expect and give them the choices based on which of the three CRBs fits best thematically. As far as I'm concerned, the options given to players is just what they happen to start with; it's not like foregoing the mentor in order to have a ship means the Force user(s) will never have a mentor. Similarly, unless the game revolves around being planetbound, if they don't pick a ship at the beginning they'll definitely find one later.
Alternatively, I might give them a really cheap ship, or let another character already own one if said character is willing to take a Debt Obligation in addition to his starting Obligation. (Maybe an increase to Debt if he already chose Debt.)
I'd just go with what sounds most logical, or fits the feel of the game. If the genreral theme is more Edgy, go with the ship option, if force will be emphasized go with a holocron or similar.
I'll almost always just take a ship, as it makes getting the characters around in the universe so much easier.
I don't see anything wrong at giving the party two group resources, the ship and a base of operation, or a ship and a holocron/mentor. in mxied grou pwith FaD I'd go with mentor over holocron beacuse the gm can use it to hook into adventures, and help train the Force Sensitives in the group. Edge/AoR base and ship.
The ship is a plot device, for the most part so that's good for everyone. The holochron only matters to the F&D character so it's not really an added resource to anyone.
Or maybe you've got Adventure 1 potential right there. Just give the F&D character a map to a holochron that he needs a ship to pursue and he'll be happy to be a part of the vote for a ship!
Of course, it's in a place currently occupied by some group the PC's won't mind tangling with and likely to have some nice loot for everyone else to enjoy, too.
A Dark Force User, Archeologist artifact collector.
If I remember correctly, when you play AoR beginner game; they ended the adventure with a base of operations and a ship.
For this reason, maybe you can play an introductory adventure and give then both resources.
I look at the "resources" as more of a "hint" to what's good to start with not "it must be so". Write your story, do what the story needs to function, keep the players happy.
The group I mentioned above will be starting with a Base of Operations, by session 2, they should have an off-camera mentor. By session 4, I suspect they will have a ship.
I agree with arshadow, just give them the resources they need as the story is told.
Absent a particular campaign requirement I would go with lowest common denominator of usefulness. A holocron is only useful to one member of the party (the Jedi). A ship is useful to all members including the Jedi. Ergo - a ship.
But of course switch it up if there's a great plot or game reason to do something else. I see little reason they can't have both, to be honest.
Honestly, a ship or a base is the best option. As stated, a holocron, and to an extend a mentor, is only of use to a Force user, but there are other ways to handle this. You could of course let the character get a holocron later or gain a mentor contact, in the same way that a combat character would get heavy armor or a piece of heavy artillery later, or how a smuggler character might gain new contacts themselves. Failing that, you can just drive the Force user like a truck using the Foresee power or even the Perception skill (which does cover all of a character's senses, possibly including Force disturbances).
The number one thing that has to be remembered is that you don't need anything or anyone to train you. That's baggage people are bringing into the game, not rules that are found in the game itself. A Force user can learn everything and anything he or she needs through narration and game play. A holocron or mentor is not explicitly needed for training, since there are no barriers preventing such training in this game. With players (and GMs) understanding this, they are likely to opt for the far more useful ship or base than a limited use object or option that doesn't even do what they think it does.
In talking to my group before beginning the F&D Beta, I allowed the 2 EotE characters to choose a ship, the 1 Rebel chose a Base, and the F&D characters chose a Mentor Force Spirit. All can use the ship, obviously, The Rebel character is the only one who benefits from his Homestead (Base), and it also gives the group a hideout when they need it, and the Mentor only appears to the Force Users, which creates some interesting roleplaying amongst the group, "OK, so your imaginary friend is telling you guys that we need to go where and do what?"
which I think is one of the best ways to do it. Or allow the rebel and edge characters combine ship resources. And then have the mentor.