Would like some advice regarding the beginner adventure

By Chadmango, in Game Masters

Hi folks,

So I'll be running the second half of the beginner box adventure this weekend, we've just reached the interlude, so the session will start with the storm trooper encounter.

There are two new players joining the session, making it a grand total of five PCs for the rest of the adventure! In order to scale I was thinking of doing the following, and was seeking some advice/feedback:

The encounter with Trex and to claim the ship will stay pretty much unchanged, although I thought of including an extra bounty hunter from the adversary deck to spice things up a bit.

For the space combat part, the easy option would be to have an additional turret on the ship and simply increase the TIE fighters. Whilst this is ok, it is a bit obvious, so I thought it would be possible to include the start section of the 'Long arm of the Hutt' adventure, and have the fifth PC having to deal with the computer issues and such used in the follow on adventure. Is this over complicating things!?

Advice is muchly appreciated!

it's a common opinion that the space combat encounter in the beginner box is probably the weakest part of the adventure. If you have the core book, take a look at the chase rules and run it like that instead, or toss it all together and handle is narratively.

With all that being said, an extra turret shouldn't break things or (Again if you have the core book) check out the section describing other actions PCs can take in space combat besides firing guns or piloting the ship.

With 5 players I'd bump up the Stormtrooper encounter a tad. Adding a fourth trooper to one or both groups will make them very scary. When I ran the beginning adventure, my players were able to split up the groups fairly well, allowing them to be dealt with almost as two separate encounters.

We enjoyed the space combat, and it was very scary for them as they took a lot of damage. Definitely look at other actions players can take to make it more enjoyable. I wouldn't add an extra turret or TIE Fighters, rather I'd find something else for the extra people to do. Adding in the computer issues from the Long Arm of the Hutt would be great in my opinion.

As above plus:

For the space combat part, the easy option would be to have an additional turret on the ship and simply increase the TIE fighters.

Be careful about this. Unlike a lot of the books and carp TIE Fighters in this system are actually not bad starfighters. While they are squishy and lack shields they are otherwise extremely efficient, and can really make the most of the rules. Combined with how this system runs vehicle combat as very fast and very deadly and you can end up spacing the players if you aren't careful.

it's a common opinion that the space combat encounter in the beginner box is probably the weakest part of the adventure.

I wouldn't say it's the weakest, I've been through it twice and it's exciting, but it's also the most random. If the TIEs get a couple of hits and can trigger the Linked quality, they can easily disable the Krayt Fang, and for an adventure like this which is on rails, it makes it difficult to adjust, especially for new GMs/players.