As some of you might know, I started GMing for my group a few weeks ago.
We are halfway through Act 1 of Long Arm of the Hutt, so we have a few weeks before that comes to a close... but I dont know where to go next.
I have asked my players if they have any particular direction they want to go, but I am also limited by the published adventures I can get my hands on, as I am not experienced enough to create my own stuff yet.
As it stand, I expect ot move into Trouble Brewing, as its one ive mostly read, and its the next step as 'intro adventures' after the Beginner game and its expansion.
I have Beyond the Rim, and Jewel of Yavin, but JoY seems incredibly complicated right now, and I would like to save it until the group is more experienced as I would like to give it a really really good run, not some mess.
The AoR intro adventures are very Rebel specific, and I would like to keep those for when (if) my players decide to side with the rebels.
I have access to the WEG adventures, but ive only read Tatooine Manhunt so far, which seems like a good choice, but everyone might be abit sick of that desert by then.
I have downloaded all the adventures in the Compiled Resources list, and Hunter or Hunted seems like it might fit, but I dont have time to read a dozen adventures to find the right one...
So really... any suggestions?
Cheers
RD