So as the title says I'm a first time GM, I was wondering if you had any advice for me. I've got the Beginner Game, Core Rulebook and GM Kit for Edge of the Empire, do I need anything else?
First time GM, need advice
That really depends on you.
Some might recommend the Hutt sourcebook or even the Suns of Fortune but it really depends on what you want to run and whether your players are interested enough to pick up the books themselves!
Now your players might come up with some character ideas that may work better with Age of Rebellion or inevitably one wants to run a former Jedi
I'd recommend instead looking through the books and game you have and think up a story line to run.
For example start them off on another world , whilst at a shadowport that comes under an attack by the Empire they end up on the same ship fleeing the Imperials.
Let them discuss this and use their ideas as a possible way to continue the game, but I'd have this lead to why the smuggler ends up in debt to the Hutt with the Twi'lek realising they have a chance to rescue her sister as well as get her own back on the slaver responsible for their situation namely Trex.
The others if not created work into that story eventually revealing someone is chasing them specifically since then but finding out who and why will take a few adventures to learn!
Anyway what ideas have you come up with or fancy running?
That really depends on you.
Some might recommend the Hutt sourcebook or even the Suns of Fortune but it really depends on what you want to run and whether your players are interested enough to pick up the books themselves!
Now your players might come up with some character ideas that may work better with Age of Rebellion or inevitably one wants to run a former Jedi
I'd recommend instead looking through the books and game you have and think up a story line to run.
For example start them off on another world , whilst at a shadowport that comes under an attack by the Empire they end up on the same ship fleeing the Imperials.
Let them discuss this and use their ideas as a possible way to continue the game, but I'd have this lead to why the smuggler ends up in debt to the Hutt with the Twi'lek realising they have a chance to rescue her sister as well as get her own back on the slaver responsible for their situation namely Trex.
The others if not created work into that story eventually revealing someone is chasing them specifically since then but finding out who and why will take a few adventures to learn!
Anyway what ideas have you come up with or fancy running?
Well first of all we were gonna run the Beginner Game to introduce us all to the mechanics etc, then I guess we'd move onto Long Arm of the Hutt since it naturally follows on from what I understand. Luckily a friend of mine has a compendium he has been working on that has all available species in it for our PC's character creation. After that I've got a couple of ideas floating around in my head, thankfully I'm a HUGE Star Wars Nerd so I've got a lot of info/backstories/idea stored on the old hard drive.
Thank you for your reply
Sounds like you have all you need! If you're chock full of ideas already, then the rest of the sourcebooks, while awesome and completely worthwhile, are just gravy, and they can wait.
Better to have too many dice than too few, though!
Edited by I. J. ThompsonSimilar to you, this was my first rodeo. I ran the beginner box first, the players having generated custom characters. I sort of figured it'd just be a nice little Sunday but I was wrong - we have been playing for a year now.
I run pre fab content and adapt and mix it with my own story content. This is helpful because it takes some pressure off me to come up with everything, but more than that the pre fab content contains a wide variety of the available game mechanics and really gets your players and you confidant with the system.
I just ran Debts to Pay last night and it was great. It felt mysterious and creepy.
I haven't got Lords of Nal Hutta yet but I speak highly of Suns of Fortune. It includes sabaac, smuggling, rock climbing, and more. A lot of diverse content. It also includes more variety in weapons and vehicles.
Sounds like you have all you need! If you're chock full of ideas already, then the rest of the sourcebooks, while awesome and completely worthwhile, are just gravy, and they can wait.
Better to have too many dice than too few, though!
Thanks for the advice, I will gradually over time acquire all the source books and I have ordered a spare set of dice on your say so, so thanks
Similar to you, this was my first rodeo. I ran the beginner box first, the players having generated custom characters. I sort of figured it'd just be a nice little Sunday but I was wrong - we have been playing for a year now.
I run pre fab content and adapt and mix it with my own story content. This is helpful because it takes some pressure off me to come up with everything, but more than that the pre fab content contains a wide variety of the available game mechanics and really gets your players and you confidant with the system.
I just ran Debts to Pay last night and it was great. It felt mysterious and creepy.
I haven't got Lords of Nal Hutta yet but I speak highly of Suns of Fortune. It includes sabaac, smuggling, rock climbing, and more. A lot of diverse content. It also includes more variety in weapons and vehicles.
Cool, it is good to see that this game hooks people, I want it to be a long term investment and judging from the forums it certainly is that. I like the idea of mixing the pre fab with custom story, how easy was this to do? Thanks for the tips on which books to pick up next
IMHO, the best thing about some of the premade adventures is to get YOU thinking as a GM. They add in ideas for what the characters would do that I never really considered. It doesn't take up much extra room, but when I go back and look at things, I am analyzing events more than I used to and planning for weird contingencies. You can take this to an extreme, but if you have a ballpark of ides on what your players may do and can provide flavor in the descriptions it really enhances the story aspect of it all. Altogether we are telling better stories together which is what makes me like this system better than any I have played before... even if I feel we are fixing to devolve into Forceville...
Sounds like you have all you need! If you're chock full of ideas already, then the rest of the sourcebooks, while awesome and completely worthwhile, are just gravy, and they can wait.
Better to have too many dice than too few, though!
Thanks for the advice, I will gradually over time acquire all the source books and I have ordered a spare set of dice on your say so, so thanks
![]()
Similar to you, this was my first rodeo. I ran the beginner box first, the players having generated custom characters. I sort of figured it'd just be a nice little Sunday but I was wrong - we have been playing for a year now.
I run pre fab content and adapt and mix it with my own story content. This is helpful because it takes some pressure off me to come up with everything, but more than that the pre fab content contains a wide variety of the available game mechanics and really gets your players and you confidant with the system.
I just ran Debts to Pay last night and it was great. It felt mysterious and creepy.
I haven't got Lords of Nal Hutta yet but I speak highly of Suns of Fortune. It includes sabaac, smuggling, rock climbing, and more. A lot of diverse content. It also includes more variety in weapons and vehicles.
Cool, it is good to see that this game hooks people, I want it to be a long term investment and judging from the forums it certainly is that. I like the idea of mixing the pre fab with custom story, how easy was this to do? Thanks for the tips on which books to pick up next
![]()
Oh modifying the pre fabs to suit your needs is the best part and I find it very easy.
In Debts to Pay, the Hutt involved is Bargos. I was maintaining Teemo from the Beginner's Box as an NPC so I just swapped Bargos for Teemo.
My players were headed to Nar Shaddaa to regain their ship from Teemo - so I just changed the location to a sky palace on Nar Shaddaa and the mission as added requirement from Teemo in exchange for their ship back.
One of my force-sensitive players has decided he wants to start going down the path of learning to use a light saber. I had talked to him previously about what sort of saber he wants - colour, appearance, two or one, double or not, etc. He mentioned he wanted an orange saber that was almost too intense to be contained in the beam. I decided a Barab Ingot would be the right fit. Instead of the dead planet of Gavos, I changed the location of the facility to another sort of moon, an enormous asteroid orbiting as part of a debris and storm-ravaged ring around the gas giant Barab III.
I use wookiepedia a lot to tie info in, but all of those changes culminated in an adventure that fit perfectly with what was going on and what my players care about without changing the mechanics of the situation.
Since it wasn't mentioned yet I'll throw this in: If you're not using Oggdude's program (found here in the forums), you should be. It is probably the greatest asset in my arsenal after my imagination and the core books. It is much, much more than a character creator.
Since it wasn't mentioned yet I'll throw this in: If you're not using Oggdude's program (found here in the forums), you should be. It is probably the greatest asset in my arsenal after my imagination and the core books. It is much, much more than a character creator.
Unless you use a Mac... then you have nothing... well... a few editable PDFs which are better than nothing...
Sounds like you have all you need! If you're chock full of ideas already, then the rest of the sourcebooks, while awesome and completely worthwhile, are just gravy, and they can wait.
Better to have too many dice than too few, though!
I have 7 sets of dice and 6 (formerly 7) players, 6 sets of dice (2 at each end of the table and 2 in front of me in the middle of the table) cuts down on how much dice passing we have to do, the 7th set doesn't provide much benefit.
So as the title says I'm a first time GM, I was wondering if you had any advice for me. I've got the Beginner Game, Core Rulebook and GM Kit for Edge of the Empire, do I need anything else?
It sounds to me like you're good to go. I also recommend a minimum of thee sets of dice at the table but that's not a requirement.