Hi all, is there a list of the official scenarios and what order to play them in or what player level is needed? I know i can tweak things to the players levels, but i want to make things easier for myself while trying to keep things concurrent as they play without them getting too powerful too quickly.
I am using the higher XP levels for increasing rank so have plenty of time to use lots of scenarios. So far i am planning:
1) Forsaken Bounty and Dark Frontier
2) Into the Maw
3) Whispers on the Storm
4) Warpstorm Trilogy
5) Soul Reaver
Is that the correct play order? Where would the scenarios from the additional rulebooks fit in? For example Scared Heart from the Faith and Coin rulebook.
Official scenarios - what order?
There is no set order, except that Into the Maw is designed as an introductory scenario and the Warp Storm has internal chronology (and only the first one is much good IMAO).
Forsaken Bounty and Dark Frontier are as I recall very introductory, with a cut-down version of the system.
as Tenebrae said, there is no order, but you might want to look at the recommended rank for the explorers before starting on a set. I started with the Warpstorm trilogy when the explorers should have been 1 or 2 ranks higher but I just gave them EXP as a result. Just go for what you consider to be fun
Regardless of order, you are going to have to increase the difficulty of the later ones, as in any after the second. It seems that all FFG adventure modules are written for Rank 1 explorers (except maybe fallen suns). If you don't have a full crew (who does, that's like 9 players!) you may have to adjust the adventure to make sure it's not relying on a skill nobody has. (Having not done this, Navigate: Surface has become a running gag in our gaming group for this reason)
Into the Maw is very 'first adventure' style, so it might work nicely there.
Forsaken Bounty & Dark Frontier, I find, are nicely scaleable, so they can go in whenever.
I'd recommend you put at least 1 adventure between Parts 2 & 3 of the Warpstorm Trilogy. The timeline feels odd to me otherwise.
Whispers is a fun one to have near the beginning, as I find having Svard can provide the players with both a good background and some support for the others. I also had good luck putting it before Warpstorm, and saying that the mapped warp route linked it to Damaris, giving the players a very personal reason to see to Damaris' defense (if you don't stop them here, they'll overrun Svard next). You could even start with this one - it could even be how the RT discovers the Warrent of Trade has fallen to him/her.
since it doesnt much matter which goes first, (although I tend to do into the Maw for new players) I like to seed as many of the adventures as I can right away between port wander and footfall, partially starting a couple and letting the players decide which to pursue right away
Sad not to see Lure on the list, but yeah, most of the material I have read seems to believe that it might be your first real romp, now that you have the rules under your belt, and it always felt like FFG was worried they might look like they were
expecting
you to buy all of their books (weren't they?
), so they were all written at the lower end, so as to not alienate you for the purchase choices you did make. For the most part, so long as you read up on them, and are prepared to escalate for your groups'
cheese-factor
BLAM!!! prior experience and success, you can run them in any order you like. A few later books do like to reference some, so knowing the connections they might allow could also help. For instance, KBest likes to reference various stops in Lure, and add little options to things you might do during it, or, if you play like your time there is actually limited, then recurring visits after the fact might use them, as some places offer optional later endeavors, or are just cool to visit again.
I haven't taken the opportunity to read many of the modules for RT, personally, as I might enjoy the surprise as a player, someday, so I don't know how many fun, recurring characters they all introduce, but I will continue to sing for Lure of the Expanse, as, if you don't enjoy slapping together laundry lists of NPCs your party might just bust, since cagey players can break the NPCs FFG wrote up, or maybe even your own, it supplies you with a nice assortment of colorful RTs, so you can keep a few around, and use them as recurring characters in later adventures. They, and the handful in Abyss, can nicely round out your pool of ready-made opposition, and you're out less if the party aces them, because you dind't have to do all the work
Disclaimer: Out of the published adventures, I've only run Into the Maw and am currently running Soul Reaver. I have nicked chunks of various adventures (planetary gazeteers, npcs, etc) for other plots.
But some thoughts regardless: With a few spoilers.
Into the Maw: Hadarak Fel will almost certainly be gunned down. Lady Ash definitely will be.
Forsaken Bounty and Dark Frontier: they give far too much profit factor for the effort involved. I'd say 2-3 each max.
Whispers on the Storm: having played in this, the final battle can be horrendously hard. Especially if the whisperer emerges straight after the promethium station is captured. Our GM left atomics in an inquisition wreck to give us a chance. On the whole, Svard is a cool setting and can be a great future base for PCs.
Lure of the Expanse: great fun! The players can get very competitive. I know I did. Loads of seeds for future adventures just from interacting with NPC rogue traders, let alone the locations. Would recommend.
Warpstorm Trilogy: I've heard a lot of good things about Frozen Reaches and nowhere near as many about the other two.
Soul Reaver: hilarious with a xenos-hating party. My players allied with Archon Morn not for profit, but to free slaves and told her this openly. The adventure could be very deadly in places for an inexperienced party, lots of dangerous situations especially in the third act.