Official/published adventures?

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

So, I want to get into this. But my play group usually likes to play adventures printed and written by the company (they stay away from homebrew stuff). I have a few questions about that.

First, are there adventures in any of the supplement books? I know most of them are source material (like about new/different planets, species and enemies) but I'm curious if they have maybe an adventure or two in them each.

Secondly, how many official adventures are there? There's one book that's just adventures, and then the one in the Beginner Box. Any others?

So, I want to get into this. But my play group usually likes to play adventures printed and written by the company (they stay away from homebrew stuff). I have a few questions about that.

If that’s the way they play, they will either need to start appreciating home-brew adventures, or they will be sorely disappointed. FFG’s SWRPG has some official material, but it’s more intended to get you started and to give you a flavor of what their galaxy is like, and the GM is supposed to do the bulk of the work.

First, are there adventures in any of the supplement books? I know most of them are source material (like about new/different planets, species and enemies) but I'm curious if they have maybe an adventure or two in them each.

To start off with, there’s the beginner boxed sets. The primary purpose of the books "Beyond the Rim" and "Jewel of Yavin" are as adventure books for EotE. The book "Onslaught at Arda 1" is an adventure book for AoR. There’s also some material in the back of the respective Core Rule Books, and in the respective GM Kits. I believe there’s also one or two downloadable adventures you can get from the FFG website.

Some of the other sourcebooks might or might not have some adventure materials, but I don’t remember off the top of my head which ones.

Secondly, how many official adventures are there? There's one book that's just adventures, and then the one in the Beginner Box. Any others?

Well, each book that has any adventure material in it at all will usually have more than just one story. Beyond the Rim and Jewel of Yavin are built around their respective story arcs, but there are multiple stories in each of those arcs.

So, I guess it depends on how you do the math.

I dunno how disappointed they'd be if the GM was good.

When I GM, I do almost exclusively homebrew adventures custom-built for our players, but when I introduced the system to our group, we played Escape from Mos Schuuta and then Long Arm of the Hutt.

With our group, those took about 6 sessions total. Then if you threw in Beyond the Rim and Jewel of Yavin, that's another half-dozen sessions, probably.

Then there's the modules in the EOTE Beta, EOTE Core Rulebook, EOTE GM Kit.

Then "Suns of Fortune" has a variety of smaller modular encounters for the Corellian system (which could be repurposed to take place anywhere).

So depending on how often and how long you play, that could keep your group going for several months, and by then there could be a new EOTE adventure out.

Personally once the training wheels are off and we understand the system, I much prefer making up adventures, but if your group really prefers published modules I think there is plenty to keep them going.

Secondly, how many official adventures are there? There's one book that's just adventures, and then the one in the Beginner Box. Any others?

Lets see - from memory, we have:

* The Free RPG Day (Under a Black Sun?)

* A Crate of Kraytes from the EotE Beta

* The EotE Beginners Box

* The free followup to the Beginners Box

* The canned game from the Core Rules

* The GM screen game

* Beyond the Rim

* Jewel of Yavin

* The AoR Beta canned game

* The AoR Beginners Box

* The free Beginners Box followup

* The Core Book canned game

* The GM screen game

* Onslaught at Ardra I

- I think that's everything so far.

Edited by Desslok

There's also the Rebellion Day adventure. The speculation is that they will eventually release that as a free downloadable PDF like they did for Under a Black Sun.

Secondly, how many official adventures are there? There's one book that's just adventures, and then the one in the Beginner Box. Any others?

Lets see - from memory, we have:

* The Free RPG Day (Under a Black Sun?)

* A Crate of Kraytes from the EotE Beta

* The EotE Beginners Box

* The free followup to the Beginners Box

* The canned game from the Core Rules

* The GM screen game

* Beyond the Rim

* Jewel of Yavin

* The AoR Beta canned game

* The AoR Beginners Box

* The free Beginners Box followup

* The Core Book canned game

* The GM screen game

* Onslaught at Ardra I

- I think that's everything so far.

This is exactly what I was looking for. Thank you so much. So from the context, Beyond the Rim and Jewel of Yavin are multiple adventures based around a single story arc. Correct? So those will take several sessions to complete.

And, sorry, what do you mean by "canned game"? Just that there's an adventure in the Core Book? And is A Crate of Kraytes a free download? Or can I still purchase it somewhere?

Beyond the Rim, The Jewel of Yavin, and Onslaught at Arda I are all "mini-campaign" adventure modules that include a substantial amount of story material and will probably take at least a half-dozen sessions each to complete. They are the largest adventures yet published.

All of the other published adventures are much smaller and will typically take only one, two, or maybe three sessions apiece.

You can get the Under a Black Sun Free RPG Day adventure here.

You can also download The Long Arm of the Hutt (although it is designed to follow the adventure in the Edge of the Empire Beginner Game) and Operation Shadowpoint (although it is designed to follow the adventure in the Age of Rebellion Beginner Game).

Note that all of the other published adventures come as part of other products. The two core rulebooks each include a short adventure in the back, the two GM screens each come with a booklet containing an adventure, and so on.

Edited by OverMatt

So those will take several sessions to complete.

Unless you do it in one massive gaming session, probably. It took my group 3 or 4 weeks to get through them each.

And, sorry, what do you mean by "canned game"?

A pre-published adventure. Just like Hamburger in a Can, it sits on your shelf until you go "Man, I really need a hamburger, but I'm too lazy to make one!"

And is A Crate of Kraytes a free download? Or can I still purchase it somewhere?

Well, you can find the Beta in various places here and there online - assorted bittorrents and the like, so it's out there. You can also find the beta still for sale in places - amazon and ebay, mostly - for reasonably cheap. But finding it officially? Nope.

Don't forget the modular encounters in Suns of Fortune as these could form the basis of short diversions or build towards full adventures in their own right, they are good jumping on points for developing in to home brew adventures.

So, I want to get into this. But my play group usually likes to play adventures printed and written by the company (they stay away from homebrew stuff). I have a few questions about that.

First, are there adventures in any of the supplement books? I know most of them are source material (like about new/different planets, species and enemies) but I'm curious if they have maybe an adventure or two in them each.

Secondly, how many official adventures are there? There's one book that's just adventures, and then the one in the Beginner Box. Any others?

In the backs of the source books, both the class ones and the zone ones, you'll find a ton of campaign/adventure ideas.

Honestly, I only use the published adventures for backbone for what I'm running. It is very easy to GM, on the fly, the narrative system, and often more fun IMO. Published adventures tell you throughout that there is no way to predict the PCs actions and instead of being all railroadie, just get them to point B via whatever means they so choose. Give it a shot, some of the best stuff comes off the cuff.

That said, several peeps have pointed out what published adventures exist. If you can tell me a bit about your groups play style, i can help you narrow down what adventures (published), will work better for yous. For instance Jewel of Yavin is an awesome adventure, but if your crew is very trigger happy, it can derail rather quickly. Are you trying to stay on the outer rim exclusively? If not, the Onslaught at Arda 1 is a really cool adventure (in the AoR line), which is easily adapted. Or perhaps they are doing some work for the rebellion on the side.

Edited by Shamrock

Another option;go find a bunch of old West End Games modules and convert them. It doesn't take that much work to find sats for "crime lord" or "corrupt politician".

Secondly, how many official adventures are there?

Oh, one thing I forgot to mention. If you are willing to do some work, there are hundreds of official published adventures out there: the WEG system had canned games coming out left, right and center (not to mention the adventure nuggets tucked away in sourcebooks and Galaxy Guides). Some of them were Meh, some of them were outstanding (Tatooine Manhunt and Strikeforce Shantipole).

And even better, most of these games are still reasonably priced, despite being 15 years out of print.

I just started playing. Improvised and homebrew adventures can be a lot of fun. My group. My first session joining, our group took on a smuggling job to smuggle shield generators to Duros. I joined them as the technician charged with installing them at their destination. I don't know how much of this was preplanned, but I know once we made the jump to hyperspace, it was all improv.

So we roll despair on the astrogation check, with lots of threat. Our Navicomputer essentially exploded, forcing our ship out of hyperspace and stranding us near Kasshyyk. We do knowledge checks on the planets and find out one is a scum filling planet with a thriving underworld and black market, one is mostly abandoned, and the other two are Imperial Strongholds. Scum world it is.

We land, lock our ship, and name drop our Black Sun contact to scare off some shifty looking droids at the starport. We find a scrapyard and a damaged, but repairable navicomputer, however while inspecting it we let on that we desperately need one and the merchant will only sell it for a kinds ransom. So we do some smooth talking and get his boss, a local crime lord, to give us the computer in exchange for helping salvage a downed imperial ship, freshly crashed outside of the city.

We get on the ship, a Tartan IV, and encounter mercenaries in uniforms. Apparently we are not the only ones vying for the salvage. So we down the first group on the bridge and start to loot the ship. This all happened off the cuff on a whim during one session.

It also led to an extremely fun, combat filled session the next time we met. More mercenaries, abandoned by the group that brought us to the ship once they saw we weren't alone, and our YT-2400, with a single party member flying it and waiting in case we needed emergency extraction, got chased down and taken out by 3 Y-Wings before we finished hooking up anti-fighter lasers on the Tartan to a fusion lantern and shooting them out of the sky.

When all was said and done, we were left with a badly damaged freighter, decent loot, and enough salvage to pay for repairs to the freighter, plus a working navicomputer from the cargo hold of the Imperial cruiser. Oh, and at one point we took down an extremely tough Trandosian merc. Turns out his father is then leader of the mercenary group and we all have a bounty on our heads.

Plus, its going to lead to one more session as the repairs to our freighter will require 3 days. Maybe a visit from a bounty hunter, or the merchant we didn't give the salvage to since he abandoned us? Only time will tell!