Best Adventure?

By dtstarbird, in Star Wars: Age of Rebellion RPG

I apologize if this topic or kind of topic has been posted before.

My question is pretty simple, but the answer may not be.

I am wondering which of the pre-made adventures is best in your opinion and why.

The pre-mades I am looking to compare specifically are:

The 3 beginner's box adventure paired with their expansions

The 3 core rulebook adventures paired with their GM expansions

Beyond the Rim

The Jewel of Yavin

Onslaught at Arda I

For context, my group just played the beginner's adventure from the Age of Rebellion beginner's box, and we had a good time, but I am worried that the follow-on (Operation: Shadowpoint) will be a little too open ended and sandbox-y for them. We'll see how that goes, but I am more interested in what we will be trying next, so that it can guide my purchases. Thanks in advance for your advice!

I really liked Jewel of Yavin the best - open ended, lots of room for players to be clever, an interesting setting, and some great NPCs. Pity that my campaign completely fell apart right after before we could explore the repercussions of the game - it was really going places!

I've heard that one was good! What others of the list did you try? Just so I can compare.

Lets see, we've done the two EotE full games. JoY is better than Beyond the Rim (which doesn't mean that it was bad, just more basic). We've not done Arda yet - but then we're not a rebellion-centric crew. I ran the game out of the core EotE book, but extensively overhauled it (it was fine for what it needed to do: be an introductory adventure, to show you the game mechanics in action, but fails for a real game). Actually the game in the EotE Beta was a better game. I beefed up the monsters and made it more Tremors-like, but ran it more or less untouched.

The beginner box was okay for what it needed to do, too: be a tutorial for the game. I ran it twice, pretty much as-is, but it's very railroady and linear. Not recommended for more advanced players (aside from as a genesis for something bigger). The followup game Long Arm of the Hutt was pretty good and set some plots in motion down the road that I was able to use. It needs some re-writing in the middle to streamline things, but otherwise it wasn't too bad.

I did the beta game from F&D, but I had to punch up the ending. I made it creepy-as-hell and made it WAY more Sithy. You can see the changes I made here. We've not yet run the F&D box or the followup game, but perhaps here in the near future.

Havent done the games that came with the GM screens yet - and I think that's all of them. Honestly, they're all good. Some are better than others of course, but generally I can find some value in everything put out so far. Some need re-writing, but any GM worth his salt will do that anyway. Canned games tend to write for the lowest common denominator, and you need some retooling to integrate them into your game.

Thanks so much for your insight! That helps a lot.