Do F&D adventures require force users?

By kmanweiss, in Star Wars: Force and Destiny RPG

Now that there are 3 official adventures out there. I'm looking for some info from someone that has played all 3, or at least 2 of them so I can get a feel for how force dependent they are.

So, do the F&D adventures focus on force users? Is there stuff that would be missed by non-force players, or a non-force party?

My group hates playing force wielding characters.

We don't hate the concept of the force, or have a problem with an occasional force wielding opponent, we just aren't big fans of playing characters with the force. I won't get into the multitude of reasons.

Would these be viable adventures for my group, or would we be better off avoiding them?

Core has a force-sensitive get a bunch of clues on where to find what they're looking for based on a vision, so that part would have to be changed a fair bit. Gm Kit has a significant part where players find their lightsaber crystals based on visions. Beginner Game has a holocron that doesn't like you if you rub it the wrong way (which non-force users might), so you'd need to tweak his mannerisms, and there's an encounter where players use their force powers to find their way out of a hole, which you can alter into skill checks. Beta adventure and Continuation Adventure doesn't have anything that really requires force use.

And then there's rewards and why players are on the adventure. Beta is about getting a lightsaber crystal. Core is getting a holocron. GM Kit is getting a lightsaber crystal. Beginner game gives a Jedi Temple, and the players are drawn there to help a former force-sensitive mentor. Continuation Adventure gives lightsabers and a more complete version of the Jedi Temple.

So, I'd say the GM Kit would probably be the most difficult to adjust, while everything else just needs a few adjustments to the story, an encounter, and possibly the rewards depending on how you want to do everything.

"These holocrons belong in a museum!" is probably not a compelling long-term campaign theme for most players...

It sounds like if the PCs aren't force sensitive, it might be best to avoid the F&D adventures.

If you haven't used modules such as Beyond the Rim and The Jewel of Yavin, I'd recommend giving those a try.

I haven't seen any F&D modules yet, but I suspect they will be more effective if at least one or two players in the group are running Force-sensitive characters.

I agree with Krieger. I haven't read the F&D adventures yet (I may play them before I need to know them) but it makes sense to have at least one FS PC. The group I run in mostly EotE PCs but has a FS so I plan on folding some of the F&D adventures in to the campaign as a way for that PC (and maybe other if they choose) to get his Lightsabre crystal and possibly a Holocron to help him advance.

"These holocrons belong in a museum!" is probably not a compelling long-term campaign theme for most players...

Unless your party all took the Archaeologist spec

Aside from the Beginner Box adventure, there's really not much in the adventures that requires the PCs to all be Force users.

Now granted, the rewards of the adventures (holocrons and lightsaber crystals) are mostly of a benefit to Force users, but the GM could rather easily modify the official rewards to better suit a party of mundanes.

They can be a pretty cool way to get these items for your FU PCs rather than just having them buy stuff. Plus it's a great way to keep the whole party involved. Think of what trouble you can bring by trying to sell a Holocron...

I think the bottom line is: There's few if any points that require the player characters to use the force to proceed, but the overall themes, rewards, and stories will see out of place if at least one player isn't a Forcee.