Which "module" to buy - GM Kit or Beginners Set

By Jimson, in Star Wars: Force and Destiny RPG

I'm looking to start playing a Star Wars game with my group. I own Edge of the Empire (Core book, Beginners Set, and GM Kit), an additional pack of dice, and I'm waiting on my copy of Force and Destiny Core book to arrive. I was thinking of picking up either the Beginners set for F&D or the GM Kit, mostly for the module. I'm wondering which one has the better adventure inside. If both are good, I'll need to weigh out the other perks (i.e. another set of dice vs. another GM screen and the Knight fluff - don't recall exactly what it is, so I'll call it fluff).

The GM Kit's adventure is a follow-up to the Core book, so that might factor into your decision.

I'd say go with the Beginner's Box. Not only do I think the adventure is overall better (especially if you're using original PCs that don't have lightsabers), but there's also an online follow-up that can provide several sessions of play beyond the starter adventure.

The GM Kit adventure is pretty much "seek out a cave and find lightsaber crystals," with the crystals themselves simply being Ilum crystals under a different name. Not every GM is comfortable with PCs having full lightsabers by the end of their first adventure.

I'd say the adventure in the Beginner's Game is better, since the GM Kit's is mostly solely about grabbing lightsaber crystals and it's relatively short so there isn't a lot to it. However the GM Kit has the optional lightsaber creation rules, which while definitely not necessary, are still pretty nice for players.

As others have said, the begginer box is the better adventure.

GM kit only if you want the extra lightsaber stuff in it.

The GM Kit's adventure is a follow-up to the Core book, so that might factor into your decision.

Since I'm still waiting on the core book, how is the adventure in there?

I did see the follow-up adventure online, and was going to start reading it until I learned it was a follow-up.

Based on everyone's comments, we have the Core book adventure + the GM Kit follow-up, and the Beginners Game adventure + the online follow-up. Are people opinion still the Beginners Game + the follow-up?

The GM Kit's adventure is a follow-up to the Core book, so that might factor into your decision.

Since I'm still waiting on the core book, how is the adventure in there?

I did see the follow-up adventure online, and was going to start reading it until I learned it was a follow-up.

Based on everyone's comments, we have the Core book adventure + the GM Kit follow-up, and the Beginners Game adventure + the online follow-up. Are people opinion still the Beginners Game + the follow-up?

I'll be quite honest and say that I haven't even read the core book adventure, so I can't say how good it is.

I don't think the F&D GM's kit adventure is a follow-up. It could probably be run that way, but it's an independent story.

Yeah, the GM Kit adventure is largely written as a stand-alone, with notes added if the GM wants to use it as a follow-up from the corebook adventure or as a prelude to said adventure.

As for the core rulebook adventure, I think it's pretty good. I got to play in a beta version of it at GenCon 2014 (it was the adventure being run for FFG's Force and Destiny events) and it was quite fun. Was equally fun to read through the adventure in its finalized form and note the various alterations that had been made from the GC'14 version.

The Beginners Boxes are always good you get an adventure (and a free download continuation of that adventure) some pre-made characters which even if you don't use can sub in for some interesting NPCs later on down the road. Another set of dice is always helpful and the tokens and maps may or may not be your thing. I personally love the lightside/darkside destiny point counters.

The GM screens in the GMkits are nice but I find myself rolling in view more often and not and just useing the tables for referance. The section in the back of the adventure, which for F&D I believe is about lightsaber construction is also very nice I really loved the Nemises and squadren rules for EotE and AoR.

With all that said I think you can get more millage out of the Box set than the GM Kit but both are well worth having. I would reccommend the box set first then the GM kit later.

Beginner Box all the way (get the GM later!) when your starting out the more dice you have the better. If dice are limited then it slows encounters down quite a bit. In this system, once everyone is comfortable with the rules, Players can build a pool of dice before its their turn. Then the GM just has to check the dice and add/take away difficulty/setback and the roll happens quickly. This is helped by having a large pile of dice so there is less waiting for someone to roll and decide what they're to get the dice off them. The worst dice in my experience is the Proficiency dice for this, although with FaD I can see the Force dice having a similar problem when people get higher force ratings.

Besides you get a great adventure with another big expansion online

Thanks everyone for your input, all of it was valuable! I will go with the Beginner's Box. I was slightly leaning towards it cause the extra set of dice, if the GM adventure was superb to the Beginners Box, then I would have gone that way. Speaking of dice, is 3 sets enough for 4 players and myself?

Three sets should be fine. If it's a struggle get the FFG Star Wars dice app on a tablet and you use that while players ist the real thing. But you can never have enough dice :P

3 sets of dice should be enough. I've been in groups with 5 players and a GM with only 3 sets and it been fine. There are also some free dice rollers out there that support the system that can tide you over if you start playing and find 3 sets isn't enough.