Which WEG adventures convert to Edge?

By RebelDave, in Star Wars: Edge of the Empire RPG

OK, so i'm looking for more material, because I am still struggling to create my own...

I have been looking at some of the old WEG adventures, but they all seems very geared towards the players being Rebel Agents... which my group have not yet become.

They have voiced a desire to play more Edge before they join the Rebellion.

For actually joining the Rebellion, I was going to use Tatooine Manhunt, but adjust it so that the players have been hired to rescue the general and deliver him, they will not necessarily know its a job for the Rebellion.

But the rest i have had a glance over (I've not been able to read all of them due to lack of time and concentration), don't seem to make it so easy... they all seem to be Rebel squads infiltrating things specifically for the Rebellion, and I cannot see how I can tweak these for an Edge setting.

So really... what would you suggest? Which adventures and what changes should I be looking at?

Cheers

RD

If all you can find are "Rebel" missions (WEG is replete with those), just scale it back to set-piece form: the mission is for group of _____ to break into a _____ and steal _____ for _____.

Now you can use the encounters, but just "reskin" the threats and adjust for motivation and obligation as appropriate.

I hadnt thought of that... could you provide an example to kick start my rather decrepit brain?

Secrets of the Sisar Run perhaps?

Check these out:

http://www.drivethrurpg.com/product/91708/21-Plots

For $5 you can't go wrong. They are geared towards Traveller, but there's no reason they can't be re-skinned, I do it all the time. There are a whole series of these, some geared towards a specific tone, for example 21 Plots: Misbehave is more for EotE campaigns, whereas 21 Plots: Samaritan might be more for Rebels or "Jedi".

If you want to stay with WEG, you could also try Black Sands of Socorro:

http://d6holocron.com/downloads/books/WEG40154.pdf

Or Pirates and Privateers, and Far Orbit...

Or the Tramp Freightes Minos campaign...

Edited by whafrog

OK... thanks guys...

If I understand right, Sissar Run and Socorro are more setting books, rather than adventures? You would use the book for the place, but create a game yourself correct? (This is the bit I really struggle with!)

As it stands, for Edge, I have Jewel of Yavon, BtR and Mask of the Pirate Queen when it comes out..

As Under a Black Sun and Tatooine Manhunt before I feel like im "out of material"

I wish I could just create adventures like others do, but it eludes me time and time again :/

OK... thanks guys...

If I understand right, Sissar Run and Socorro are more setting books, rather than adventures? You would use the book for the place, but create a game yourself correct? (This is the bit I really struggle with!)

As it stands, for Edge, I have Jewel of Yavon, BtR and Mask of the Pirate Queen when it comes out..

As Under a Black Sun and Tatooine Manhunt before I feel like im "out of material"

I wish I could just create adventures like others do, but it eludes me time and time again :/

What are you struggling with?

Bad man wants X. Go get X on planet Y. On planet Y are enemies 4, 5, and 6 with obstacles 1, 2, and 3. Get X. Give to bad man? Do something else? ????? Profit.

The details mostly... the options... the characterizations, the reasons, to make a game believable and immersive.

The details mostly... the options... the characterizations, the reasons, to make a game believable and immersive.

I've found that it is much easier for the player to believe something is immersive than it is for the GM running it.

If I understand right, Sissar Run and Socorro are more setting books, rather than adventures? You would use the book for the place, but create a game yourself correct? (This is the bit I really struggle with!)

Sisar Run is 50/50. It's 96 pages long and Pg 48-96 is a mini campaign. 3 short adventures long, ties into the Black Sun (obviously).

Edited by Ghostofman

@rowdyoctopus: Thats great, but I feel totaly out of my element if I dont have something in front of me... suggested NPC responses, potential problems, why NPCs want what they want, all that stuff... it gives me a safety net that i know i can fall back on.

@Ghostofman: Ill have a looksee then, I only skimmed it, thankyou!

The details mostly... the options... the characterizations, the reasons, to make a game believable and immersive.

If you click that 21 Plots link you'll find other "suggestions" there that lead to a ton of resources. 21 Organizations. 101 NPCs. 247 Criminal Organizations. 599 Cheeses... okay, maybe not cheeses, but if you do a little digging and you'll find a wealth of stuff, all of it spelled out in the kind of detail you're looking for.

You could also check out the Firefly adventures (also as PDFs)...I only have one and haven't read it yet, but the TV show was very much EotE...

Pirates of Prexiar from the core rulebook works very well without narrative tweaks (though I gave Vengar Black Sun affiliation) and I think the one from the GM Handbook could work as well.

Check these out:

http://www.drivethrurpg.com/product/91708/21-Plots

For $5 you can't go wrong. They are geared towards Traveller, but there's no reason they can't be re-skinned, I do it all the time. There are a whole series of these, some geared towards a specific tone, for example 21 Plots: Misbehave is more for EotE campaigns, whereas 21 Plots: Samaritan might be more for Rebels or "Jedi".

If you want to stay with WEG, you could also try Black Sands of Socorro:

http://d6holocron.com/downloads/books/WEG40154.pdf

Or Pirates and Privateers, and Far Orbit...

Or the Tramp Freightes Minos campaign...

Edited by Pac_Man3D

Otherspace is really easy to convert to an edge group - all you need to do is change the opening scene to have the characters pulled out of hyperspace by Imperials searching for Rebels using a gravity well projector. From there, the events build on themselves naturally.

I've even converted it here (though this maintains the fact the characters are Rebels - so you'll still need to change that little bit).

Otherspace

Edited by Kyla

@rowdyoctopus: Thats great, but I feel totaly out of my element if I dont have something in front of me... suggested NPC responses, potential problems, why NPCs want what they want, all that stuff... it gives me a safety net that i know i can fall back on.

@Ghostofman: Ill have a looksee then, I only skimmed it, thankyou!

I wasn't suggesting you improvise on the fly. It just takes some time to simply think that stuff out ahead of time, write it down, and then have it in front of you as you GM. But if that seems Daunting and you are not comfortable doing it, that is perfectly fine too.

Thanks for all the help guys, I will check out the ones suggested.

@rowdyoctopus I simply dont't have confidence in my own writing abilities to make my own work feel immersive or thought out enough, it plays off my own mental health issues. Its always been an issue for me, even thought I seem to be able to run a good game (or so my players say.. they don't tend to stray off the plot much.... previous players have and they broke me). It is most frustrating.

@Kyla how come I have never found this before??? Duly downloaded for reading... thank you!

Edited by RebelDave

The thread where I update my modules is here;

WEG modules for AOR

I posted it in the old Beta forums before all of those went away with the site reorganization, so when I started the new one I stationed it in the Age of Rebellion forum (since as you pointed out, most of those assume the players are Rebels).

I do plan on recreating all of the modules i do with a spin on each system, as some (like Domain of Evil) fit different versions of the game as written (that one for instance is a very Force and Destiny feel so I plan on writing that one straight as a FnD module on first pass). Once this is done, each of the genres will have it's own "version" of the Modules.

As an example, the Force and Destiny version of Otherspace will actually change the Rebel Prison barge to that of a Republic one, and the Imperial prisoners will be Separatist leaders. The players will be Knight level characters who are set to rendezvous with the barge when they are beset by droid starfighters. As a result, they are shot into Otherspace and due to time dilation, when they come out they are in the current setting of the FFG Star Wars game, having missed the Purge and now trying to figure out what the heck is going on. The Edge of the Empire version is (similar to what I told you) a case of "wrong place wrong time" where the characters are in an imperial ambush of rebels forces and jump to Otherspace while carrying cargo for a Hutt. Forced with getting back with their shipment intact, they get caught up in the events of the module.

So in the end, all the modules will have their own spin on the genre, and may or may not deviate a lot from the original.

Edited by Kyla

I had a quick skim earlier, I hadn't realised it was a kind of 'alternate dimension' thing... which is not quite the flavour I go for with Star Wars... but I will give it a read and see if im off the mark with my assumptions.... but its nice to know there is another resource :)

I dont tend to use the AoR or FaD forums, simply because the edge ones seem to be busier, and thats where my games are focused at the moment.

There are a number of the old ones that could be suitable.

There's one book, No Disintegrations which is *all* Bounty Hunter adventures. Quite a few of the other adventures can be modified to play with independant characters instead of Rebel Agents... in many cases they're sent on supply or retrieval runs by the Alliance...change these to a Crime Lord or the like instead.

There are plenty of supplements that cater to non Rebel groups too, lots of bounty hunter and trader/smuggler stuff, and even Lord of the Expanse if you're looking to branch out into the politics and such.

Edited by robecoyote

Also, if you can find them, the Star Wars Adventure Journals usually have a lot of good adventures and lore for non Rebel characters.

The details mostly... the options... the characterizations, the reasons, to make a game believable and immersive.

A lot of those details are going to be bound up in your own game: your previous sessions, your PC's motivations, and especially the Obligations.

Perhaps there is an Obligation in your group where a PC owes something to an NPC or organization? Favor, Oath, Duty, Debt, Blackmail, etc...anything like this can position the NPC/Organization to be the one for whom you are running the job. If not, roll a d10:

1-3. The Hutts

4. The Pyke Syndicate

5. The Black Sun

6. An Imperial Moff

7-8. A Smuggling Organization

9. The Zann Consortium

10. The Rebel Alliance, but secretly, through an intermediary

The place can be any place of your choosing. Either keep the one in the adventure, or change it up with a d10:

  1. A space station
  2. A Moff's personal residence
  3. A pirate's asteroid base
  4. An Imperial administration building
  5. An armored cruiser in-between systems
  6. A secret research facility
  7. The undercity of a metropolitan planet
  8. A jungle hideout
  9. An ice cave
  10. An underwater command bunker

And the thing to grab could be determined by any of the PCs' Motivations or Obligations, or keep what's in the adventure, or roll on a chart:

  1. A holodisc, for blackmail
  2. A 500-year-old bottle of Wookiee Whiskey, for the discerning palate
  3. A droid
  4. A prisoner, either as a rescue mission or a kidnapping (depending on the client & location as determined above)
  5. A golden statuette
  6. A datapad detailing the patrol schedule of all ISB ships in the sector
  7. A rare piece of art for the client's gallery
  8. A prototype weapon
  9. A prototype starship
  10. The stolen gold bars that the target took from the client in a double-cross. Bonus payment for the target's head on a platter.