Where do I go now?

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

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

Beyond the Rim. I think it's a great "learning" module, both for how to handle various situations and skill checks, and for GMing in general.

We really enjoyed Under a Black Sun - and it's FREE!

It's written for beginners and can stand on its own.

In addition to the two very good suggestions above, I'd recommend running your own, very simple scenario. It will make you confident and prepare for modules like JoY, which assume a great degree of improvisation.

So think about something simple - even an ages-old pattern - the group gets hired in a canteen to defend a village of poor farmers from a group of bandits...

As much as I would like to create something, my group are veteran players of a number of games, and I think they would want something more than 'an excuse to shoot stuff'

Help in that regard would be handsomely rewarded with vast amounts of gratitude ;)

EDIT: After having a quick glance at Under a Blask Sun (Which I had forgotten about), it would need setting up to work with my player group, I would need something to get them TO the start of the adventure.

Edited by RebelDave

EDIT: After having a quick glance at Under a Blask Sun (Which I had forgotten about), it would need setting up to work with my player group, I would need something to get them TO the start of the adventure.

Maybe that's where you take Skie's option and have that one self-made session to get them there. I'm not familiar with UaBS, but if you see the end coming in the current adventure maybe you can weave in a way to bridge between the two by introducing a character or an event of your own design.

Sounds like the players are all enjoying it so far, so they'll probably be forgiving even if you just tell them it's a bridge.

EDIT: found my copy of UaBS, it seems pretty simple to transition them. Somebody they work for now might want them to do this job, or the Pykes might have heard about them and been impressed.

The adventures starts in media-res, which you could still do, just narrating what happened so far. From the PDF: "The adventure begins with the PCs having tripped an alarm inside the Black Sun facility and needing to make a hasty retreat with their data."

However, the players might want to feel like they have a little more control, so the setup is simple. The Black Sun "facility" could be anything, probably something innocuous like a warehouse. Don't make it too hard for them to break in and get the data, but don't make it suspiciously easy. You could use Threats or Despair from almost any roll to trigger a silent alarm, and then trigger the audible alarm as needed to drive the characters from the building. Then you can pick up the adventure as written...

Edited by whafrog

True... I need to work out how to get them obligated to someone for Black Sun, and how to remove them from their ship for the duration... food for thought certainly..

If you group is used to co-creation (and if they are not this system can help them be) ask them how to join the two adventures. Do a "meta-session" where you guys discuss what happens between the two campaigns, but do that OUT OF CHARACTER.

Then, just start UaBS in media res as usual but with the players now knowing why they are here and stuff.

(Just look at Return of the Jedi. Leia is already as the bounty hunter and in Jabba place. The connection "happened out of character"... or out of the movie in this case)

Edited by N4n0

If you group is used to co-creation (and if they are not this system can help them be) ask them how to join the two adventures. Do a "meta-session" where you guys discuss what happens between the two campaigns, but do that OUT OF CHARACTER.

Then, just start UaBS in media res as usual but with the players now knowing why they are here and stuff.

(Just look at Return of the Jedi. Leia is already as the bounty hunter and in Jabba place. The connection "happened out of character"... or out of the movie in this case)

Now that is actually a very nice idea when in a pinch.... thank you very much!

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.

So really... any suggestions?

So you need to do when I was new and strapped for ideas: shamelessly steal! Have the players run into poor farmers menaced by a gang of outlaws! How about they have to pull a casino heist? They find a derelict ship that's not so derelict? Missing letters of transit? Lost treasure? Terrorists? Terrorists trying to take corner the Bacta Market? Find an defecting Imperial?

Seriously, if you file the serial numbers off enough, the sky is the limit!

Edited by Desslok

Even Onslaught at Arda I, despite being an AoR adventure, could have some crossover appeal as a possible next adventure. Beyond the Rim is a good follow up to Long Arm of the Hutt. I might also suggest the adventure that comes with the EoTE GM kit too.