A few questions about the sourcebooks and adventure books.

By rowdyoctopus, in Star Wars: Edge of the Empire RPG

So, I am aware that the various career and sector sourcebooks come with information on additional gear, weapons, vehicles, etc. Is this true of the two adventure books as well, or are they mainly just the adventure and details on the locations and NPCs involved?

Also, I am new to pen and paper RPGs, this is my first. Furthermore, I've only played one session (well 2 if you count Age of Rebellion's Rebellion Day)! I've been familiar with how pen and paper RPGs work for years, just never got to actually sit down and play one. As I become more involved with the game and my new group, do you recommend the various sourcebooks? My current character is a Wookie Tech/Slicer; not really anything spotlighted by the current books. I guess I am just trying to gauge the usefulness of the sourcebooks to a player. Assuming my GM allows (pretty sure as long as it fits, he allows anything from any of the FFG Star Wars RPG games), it would essentially inform me of other things available to my PC, yes?

When I start something new I tend to dive in head first and go all out. It took a lot of self control not to buy every sourcebook available at my local game store when I bought the core rulebook, dice, and a dice bag.

I'd suggest that yes, you should dive on in. EotE, AoR, and FaD are all wonderful and fun, and I can assure you (so long as you actually appreciate the game) that you won't be sorry. I spend all of my money on the books (one of the perks of being my age is the ability to buy anything I want, but the downfall is the lack of funds), and I love it. When I look at my shelf that holds all the books, all propped up by my Stormtrooper helmet, I smile to myself. It's really nice, especially since they're hardcover.

The Adventures are only the adventures, with a bit of background on key planets (Jewel of Yavin, for example, is your go-to-guide on Bespin, with the main downfall being that you can only read it if you're GM). As for the other Sourcebooks, they not only give species and Specializations, but also gear, ideas, and generic cool stuff.

Have fun with the game, an may the Force be With You!

The career books are geared towards players and GMs. They have "GM ideas" but also more about how to play as that career.

The Sector books, are more GM focused. Adventure books are also GM focused. They do have a minor amount of extra rules as well. The Sector books are really "here is how to build a story in this area" less of "how to play a character in this area".

The Adventure books have pretty much zero for a Player, and knowing the story could spoil some of the suspense situations.

A Core Rule book is a great option so you can study ideas about your character.

Also the GM kits are very very GM focused (obviously) with a new rule and a story.

TL;DR, Career books good for everyone, CRBs can go either way, the rest, aimed at GMs.

My current character is a Wookie Tech/Slicer; not really anything spotlighted by the current books.

Not spotlighted, maybe, but sometimes still useful if you want to branch out. A Tech/Demolitionist (from Dangerous Covenants) could be fun, that's what one of my players is doing.

I'd say that the specific sourcebooks are of probably lesser value to a player who already has their character and backstory established, compared to a player who's looking for ideas about species, career, history, etc.

That said, there are LOTS of great ideas for story hooks in all of the sourcebooks. Plenty of stuff you could incorporate into the history of a character, even if you're not specifically from that part of space or in that career.

I might recommend you stop by your local game shop and pick up one or two and just start browsing through them, read some of the story ideas, some of the history of the species or specializations or planets, and see if anything catches your interest.

Like whafrog mentioned, you might find something that would fun to incorporate into your character in the future, or you might find new aspects that would be fun to add to your past.

Maybe your Wookiee Tech/Slicer came from a family of Hired Guns, so he's got some context with the stuff from Dangerous Covenants, but he rejected that outlook and went a different way in his life.

Yeah, I would say that while all of the class books currently out might be fun for you, none of them speak specifically to Wookiees or Technicians just yet. However, picking up any one of the three might give you a new idea for a different character you like even more. Or, if you know you are the guy who likes to be all in, you might offer to run a session or two so your GM can get some time in behind a character sheet. We GM's love that, you know. Play a couple more sessions and see if you think you might want to try GMing once or twice between major story arcs from your regular GM. You might find you enjoy that side quite a bit.

Yeah, I definitely see myself wanting to GM down the road. I've slowly been reading through pretty much the entire core rulebook. I sort of glossed over the races and careers because I had already made my character during our first session, but I'll go back and read through, help prioritize which books I'll want first.

Thanks for the tips guys.

I'll start with my TL;DR comment before pasting the rest of my post I wrote on another thread describing the pros and cons of each book if you choose to only pick up one or two.

TL;DR: Core books are great for everyone involved, career books are great for players looking for new gear and specializations or the GM that needs tips for running a campaign based around those careers, and location books are great for GMs who want to delve into an area, players who want more gear, and anyone who wants to introduce a new character (PC or NPC) of a new species.

Remember that each new book introduces new ships, so if you're like my old group (they would either crash, get shot down, or want to steal a new ship every so often), new ships can be fun :-D

Now for what I wrote in reply to a thread started by N4no that breaks down each book that is currently out:

This really does boil down to "What do you think you'll need?"

Progressions is pretty spot on, but allow me to expand a bit:

--Beyond the Rim--

This is the one adventure I didn't buy, mainly because I don't normally buy adventures. I am tempted, though, as it has some useful NPCs and vessels that have caught my interest from conversations and what I've seen when I borrowed a copy from a friend.

The book does seem idea for a party of Explorers, but it also seems like a good starting point for just about any group makeup that is out making money.

--Jewel of Yavin--

I did buy this one; it was one part a mistake from my FLGS (ordered the wrong book and I didn't want them losing the sale and shipping costs) and one part interest due to the NPCs statted (Lando and Lobot). I will say that this has a nice feel that would fit a group that likes to be subtle and there's something for everyone; a job for pilots, a section where it's brilliant to have a slicer, someone with social graces can work wonders, and much more.

If you want NPCs for a more civilized area, it's not a bad book to grab.

--Suns of Fortune--

As one of my players mentioned, this is THE book for gear for character creation: the gear section really focuses on cheap weapons and armor that will let you go further with your starting 500 credits while providing some higher quality options for later purchase goals. The book also includes a few extra species (including a Human Offshoot, which gives some help with statting humans native to other planets, like the political debaters from Chandrila), plenty of Corellian and a few Nubian made ships (fastest out there, after all!), and mundane items to spice up the life of that Corellian Smuggler With a Heart of Gold.

If you don't want more crunch in your game, there are two really fun things included with Suns of Forture: an overview of the Sector and the Modular Encounters.

The overview is very well done and not horribly dry. It includes a lot of the major planets, written in a way that introducing story hooks for each planet is pretty easy. These notes also include useful things like trade routes and how the Empire is functioning. I like it because it not only gives great information for the sector, but also shows the thought that goes into making planets.

The Modular Encounters are awesome, as they are rife with NPCs and provide idea fodder for short sessions or springboards into a bigger session.

All said and done, I'd buy Suns of Fortune again in a heartbeat, and I would HIGHLY suggest it as one of your purchases if you are just starting out buying books as you get the most bang for your buck.

==Career Splatbooks==

As a quick note, these may be a mixed bag for you. On one hand, they provide a great deal of gear ranging from weapons and armor, ships and vehicles, and a good slew of "mundane" gear focused on the task at hand.

You also get three new career specializations in each one, all with varying abilities that add depth to the career while not breaking the game.

The only "game breaking" thing in each book is the pair of Signature Abilities, as they allow a mechanical way to alter the narrative and the rules at hand (i.e. Last One Standing allows you to kill every Minion in a battle). These are VERY expensive to get, as you need at least 100XP just to line up the talents needed to acquire it, followed by another 30XP to buy the talent itself. Said talent also costs 2 Destiny Points to use before upgrades, making it pretty steep to use (especially if you roll like my players; they often only have 1 Destiny Point, if any, each game).

Essentially, you'd need about 350XP to be "game breaking," and even then, opposition at that point is going to be pretty tough, and the "breaking" only occurs within set perameters, so things really do balance out.

--Enter The Unknown--

The three specializations are pretty well done and add some combat abilities to the Explorer career. The gear is almost a necessity for living out in the wilds (tents, shovels, MREs, bag types, clothing, etc), and the weapons are both great fluff and pretty awesome. Additionally, if you like slugthrowers (I personally do), there's an example for alternate ammunition types, making these weapons a little more plausible for characters.

I also found that the ship collection to be rather awesome as it has a great collection of starting ships and wonderful ideas to build up to.

Fluff wise, there are tips for making adventures fitting for explorers. This is pretty solid overall, but if you're an experienced GM, a lot of it is redundant.

Of the three career books out, this is the one I would highly recommend if you want something that isn't combat heavy but still gives the great elements of the Outer Rim. As a catch-all, it probably offers the most for beginning GMs and players who want more ship and mundane gear options.

--Dangerous Covenants--

If you're looking for a fight, this is the book for you. The three career specializations add new ways of killing everything and a specialization that works as a Politico of the Underworld.

The gear section is a bit light in weapons, but the weapons really add some flavor without going too over the top. The best part of the gear section is really the armor, as it greatly expands on the core book's limited selection by adding things like beat hide armor and the first powered suit.

The ships are meh and not really ideal for character creation, but there's a sweet gunship to use as opposition should the need arise. The most useful part of this section to me as a GM was the collection of rules to "militarize" a vessel by slapping on weapons and bonuses with assigned penalties. Really makes it easy to make a pirate fleet in short order or a guerrilla militia at a moment's notice.

Outside of the crunch that players will love, the GM is given a section dedicated to not only designing adventures (which is relatively short), but ideas and guidelines regarding how much pay is received for the work assigned (i.e. bodyguards are paid X amount for the job, while a soldier is paid Y) and even how many XP should be given out for combat heavy sessions and campaigns.

That said, if you are planning on running a lot of combat, this book is what you'll want to snag, hands down. It's not as useful for the players at the start, and it could be a number grab after a while, but it's pretty useful as a GM toolkit.

--Far Horizons--

I haven't finished reading this one yet, but from what I've read, it's both my least favorite and a solid runner for most useful.

I like the new specialization options, but there's a bit of redundancy (Trader and Entrepreneur are pretty close in capabilities), and the new combat-capable Colonist isn't at the top of my list of options but could grow on me. The new species are interesting, though, but the Gran become redundant if you have (or plan on having) Age of Rebellion.

The ships are relatively mixed between great and eh; my group looked through them for ideas for their ship (they didn't have one yet), and the one that caught their eye the most was shot down as soon as they saw how poorly armored it was. Still some fun ships I can use, especially that HWK-290.

The gear is also mixed. The majority of it is geared for stunning (or capturing) creatures (or sentients) alive, so unless you have players being a Marshal at a colony or want to capture bounties alive, the weapons section is something you can pass over.

The rest of the equipment section has some useful things that expand on what we already see in the core book and add some great things for the new careers (like instruments and a crime scene investigation kit). We also see some specific stand-alone bits of technology that you'd see on a fringe world, like moisture evaporators. From what I can tell, a lot of the gear is really there to help explain how a colony can exist or be a McGuffin for the storyline.

I didn't get a chance to read the last section in detail, but from what I heard and can guess, there's plots for making a "stay at home" style game.

As a GM, it seems like there's some useful information, but there isn't very much that my players are horribly interested in at the moment. If you want more "local fare" in your game, go with this book, otherwise, pick one of the others.

I've probably given you FAR more information that you bargained for, but I'd rather see you get what you can use than not like the product and stop supporting it (because the more of us that still support it, the longer it can possibly last).

Thanks! That's exactly the type of info I was looking for!

Thanks! That's exactly the type of info I was looking for!

You're welcome! It's what I'm here for ^^;

I used the info to buy Enter the Unknown and had my store order Suns of Fortune. After that I'll be picking up Dangerous Covenants and the Hutt book when it comes out.

Edited by rowdyoctopus