Running Jewel of Yavin for an AoR Group

By NGnear, in Game Masters

As I mentioned in another thread, I intend to run the Jewel of Yavin adventure for my AoR group in a couple of weeks time.

I've read through the book and I was wondering if any other AoR GMs have done the same, if they made any modifications to account for differences, or if they had run into any problems with the team being from the Alliance vs an independent criminal group.

I've read through the book once, I need to study it further, but here's what stood out to me so far:

- This can still be an ordered, sanctioned mission from Alliance High Command. They need money to fight the empire, and the Alliance has links with the criminal underworld

- They can insist, however, that the PCs keep that under wraps and help them out with cover identities. Such as an independent criminal group... :-) They can also insist that they can't afford to piss off the Bespin gas mining cartels and hence there will be no backup, and complete disavowment of the party if things go sufficiently sideways.

At this point you're pretty much running the game unmodified; the major potential issue is with the ISB agent subplot and whether she discovers their true allegiance. A secondary problem is how does an AoR group deal with Elaiza compared to an EotE group - try to recruit her to the Alliance?

Any thoughts, comments, suggestions?

It sounds like you are on the right track.

As far as Elaiza, I say allow them to recruit her, but roleplay her correctly. I haven't read the adventure yet, only played in it (I will be running it with my usual group eventually). She's secretive and distrusting. She's mostly interested in her own quest(s).

Since I haven't read it, I don't know if she is/was an actual Jedi, but if she is... The last time she was involved in a war, her entire unit turned on her and she has had 2 decades to think about this. She'll at least listen to them, if they hand over the gem.