This will come a bit harsh, but I want to start a discussion, so I have to be a bit confrontional.
Disclaimer: I am deeply in love with the FFG SW ruleset and consider it a great Star Wars RPG. But this is not about the RPG itself.
So, I play more of a star-wars-epic-adventure campaign and less an EoE campaign. But now an adventure would fit where the players have to get a job to earn some money so they can go on. Great opportunity to save some time and use a published adventure I figured.
So I delved into the adventure modules, bought one new, read the one provided with other books and lend me some from fellow gamers. But man... they are so boring.
I really understand the notion to make Star Wars with more of a Firefly/ Shadowrun spin, but man, FFG should really consider reading some of the published adventures from similar settings.
As far as I am concerned, when I buy a high prized adventure module, I am expecting an outstanding scenario, something cool, moving and fresh. “Beyond the Rim” for example is a beast of an adventure, but it is so mediocre that I´m stunned.
No notable cool villain, no real twists and turns, no backstabbing, no “nothing is at it seems” situations, no deeper dramatic meaning, no moral choices. No cool underground adventure stuff. Only setpieces after setpieces, shoot- outs after chases and some action. And I´ve read about 6 of them so far. Of course with some effort your self- made adventures are mostly always better, because you can tailor it to your needs, but man, a published adventure should be something more than that. It seems very lazy.
Take “Beyond the Rim”, such a cool premise, such a lame execution.
(SPOILER)
Players getting a job – shoot out with some bad guys. Flying to the planet, fighting a few times against wild beasts, battling the bad guys again, finding survivors, argue with survivors, Empire comes, they flee. Go to the great scrapyard, fighting the bad guy AGAIN (who are masquerating as JAWAS... really???), Empire comes AGAIN, they flee.
(SPOILER END)
The Empire guy is a not noteworthy Officier, the bad guys are more bland goons, the “treasure” does not really feels like something really noteworthy. In a nutshell, they go from A to B to C without real surprises and without something of an unexpected turn of event. And the stakes aren´t really high because the “treasure” is something that is not highlighted very much. And this is only an example for the general structure of the modules.
Someone remembering i.e. “Maria Mercurial” from Shadowrun, an adventure about
(SPOILER)
protecting a schizophrenic rockstar with three personalities, whose mood swings suddenly without apparent reason for the players, with a traitor and a cool villain who is so friendly evolved with his best friend (a Dragon) that the players will actually feel bad killing him? (
SPOILER END)
Or the firefly adventure about
(SPOILER)
a somewhat sympathic fugitive who wants to be transported but suddenly take the ship of the player´s, taking them hostage and starts a run on the Alliance facilities to steal his old ship? Or the one with the wrestling ship where they put slaves against another
(SPOILER).
Have you made similar experiences. Or am I overacting?
Keep on gaming,
Dennis