Mixing the Core Books?

By Consular87, in Game Masters

Hi guys,

I was lucky enough to get the core books for my birthday last week, my regular RPG group got really excited to play and each chipped in for them for me. Of course, I was super chuffed, until I realised that there's so much to work through. We'll be playing through the game this weekend, and have already started making characters with them. I also got the starter set some time ago, and have read through the main rules in the books. So I am somewhat familiar. Padawan level I imagine.

At the moment, two of the group want to be "Jedi". One has built a Sentinel, Shien Master, the other is going doctor route, I think with Sage? Can't remember right now. The rest all want to be from Edge of the Empire. I have a pilot, a bounty hunter and I think a technician (he hasn't started yet).

I was wondering how difficult it would be to get this party working together? I had the idea of running the adventure from the back of FaD, since it goes toward the force users getting their lightsabers. My shien master is desperate for his, even if he starts with the training one. I'm happy to centre the first few sessions about getting this for him, but I worry about the others in the group. I don't want to let anyone feel left out or like its all about this one guy.

So, the advice I'm after really comes down to:

  • Is it a good idea to mix the books? What tips are there for this kind of group?
  • What is the best way to structure an ongoing story for this group? I had the idea of an imperial inquisitor hunting the group, once they start getting more involved.
  • I'd like to have most of this feel a bit like Firefly, since we're all huge fans of the show, and the make up of the group isn't necessarily too dissimilar.
  • How quickly should the force users get their lightsaber? I don't want to impede anyone's' fun, and he's pretty understanding in not getting it straight away.

All advice welcome! Thanks in advance! Love the game!

Look at episode IV, they're all 3 books....

One a Jedi, a Doctor and the rest from Edge of the Empire?

Technically if your Shien Expert takes a look at the Force Exile as a cover you could run this entirely as an Edge of the Empire campaign dropping in Force & Destiny stuff if necessary which should only turn up every time the Jedi's Obligation or Morality turns up in your game.

For now I'd suggest stick to Edge for the first few games, the latest Star Wars comic deals with Skywalker running across a Collector of Sith & Jedi relics and nothing says they can't find their lightsaber either as payment for a service the group provides or they uncover the relic whilst helping an archaeological dig?

Ok, so here it goes. I have a group now, two Force Users, 1 from Rebellion, and 3 from Edge. Given the time period of the campaign (Battle of Hoth-ish) the Force Users know that there are limitations to their powers and what they can "show". For example, if they wish to try to build and use a lightsaber that would be a big no-no as people would see that and turn that PC into the Empire. Same thing with flashy force powers like move.

However, just straight up mixing the core books? Go for it. They all work well together.

They work well together.. core dice mechanics etc.. but if most PCs are from EoTE use that setting as 'core' setting, throwing extra stuff in from the other two cores as you go.

The force users' story arcs will be acquiring the parts for a lightsaber. Got a pilot in the group? Maybe he wants to collect the hyperlane routes for lost Jedi/Sith/Force-User colonies as a side plot to help the Jedi.

Give us the list of Obligations and you may get more advice... without the players Obs I'm lost ;)

Edited by DidntFallAsleep66

Ok, so here it goes. I have a group now, two Force Users, 1 from Rebellion, and 3 from Edge. Given the time period of the campaign (Battle of Hoth-ish) the Force Users know that there are limitations to their powers and what they can "show". For example, if they wish to try to build and use a lightsaber that would be a big no-no as people would see that and turn that PC into the Empire. Same thing with flashy force powers like move.

However, just straight up mixing the core books? Go for it. They all work well together.

I think sometimes the limitations on Jedi are somewhat overstated. Use of some powers and even a lightsaber can manage to be overlooked depending on one's location. Taking a look at Star Wars Rebels, Kanan uses his on a several occasions and it takes awhile before an inquisitor is on their case. Initially the Imperials shrug off the rumors that a Jedi is involved. And most civilians have no real interest in getting involved, they would rather pretend they didn't see anything because they'd just rather not bring more trouble into their lives. The closer you get to the core the more likely they will be reported of course.. and if a bounty hunter should spot them there's a fair chance of that bounty hunter trying to go after them, but again they are unlikely to report them.. after all, you don't get much of a bounty over a rumor but you do if you bring them the actual supposed Jedi.

Its going to take a little extra work on your part, but you can use all three books at the same time. Players can pick and choose races, classes, specializations, and gear from all three. The tricky part could be combining Obligation, Duty, and Morality. The F&D book has a quick write-up on this on Page 338. It gives you a few ideas on how to combine the 'backstory' of all three books. If course, you're the GM so you have the final say on how it all works. Its your game...rock on with it.

The adventure in the back of the F&D book has enough going on in it to keep all the players happy, even if their character isn't the Big **** Hero of the story. You'll need a pilot, a tech will come in handy, and the bounty hunter will love going nose-to-nose with that thing on the shipwreck. (Trying to be vague...don't want to give it away to anyone who doesn't have the book). Once you are done with that F&D module, the EotE player(s) could get a message sending them on the mission from the EotE book....then anyone in the Rebellion gets the mission from the AoR book..and so on and so on.

Pick up the GM kits for the books, as well. They have the ubiquitous GM screens with information based on the book. (i.e. EotE has lots of weapons, F&D has lightsaber-type weapons, etc.) They also come with small modules for that specific setting. For example, yes, your shein master could get a 'saber HILT from the module in the F&D book, but without a crystal, its just a fancy paperweight. In the GM module, he would get a chance to acquire a crystal for his saber and finish building it. The EotE GM module has the players working for a Hutt, and stumbling across a massacre at a mining facility. It takes place at an out of the way location, so the Force users would be able to cut loose with their abilities, somewhat, without anyone being the wiser. Just make sure they disable the cameras... The EotE GM kit also has expanded ideas for creating a nemesis for the players. Combine that with the Inquisitor rules, and you'll come up with a Bad Guy that should give the PCs (and possibly the players) a few sleepless nights. And, again, while the GM kit modules tend to focus on their particular 'setting', characters from the other settings would be able to contribute.

Excellent guys, thank you for the rapid responses. I really appreciate it.

Pick up the GM kits for the books, as well. They have the ubiquitous GM screens with information based on the book. (i.e. EotE has lots of weapons, F&D has lightsaber-type weapons, etc.) They also come with small modules for that specific setting. For example, yes, your shein master could get a 'saber HILT from the module in the F&D book, but without a crystal, its just a fancy paperweight. In the GM module, he would get a chance to acquire a crystal for his saber and finish building it. The EotE GM module has the players working for a Hutt, and stumbling across a massacre at a mining facility. It takes place at an out of the way location, so the Force users would be able to cut loose with their abilities, somewhat, without anyone being the wiser. Just make sure they disable the cameras... The EotE GM kit also has expanded ideas for creating a nemesis for the players. Combine that with the Inquisitor rules, and you'll come up with a Bad Guy that should give the PCs (and possibly the players) a few sleepless nights. And, again, while the GM kit modules tend to focus on their particular 'setting', characters from the other settings would be able to contribute.

I think that I'm going to go down the road of running the FaD core book story, followed by the one from the GM screen (since I got the FaD), followed by the story from core EotE. That sounds like it could be a lot of fun and give them a lot to do.

They work well together.. core dice mechanics etc.. but if most PCs are from EoTE use that setting as 'core' setting, throwing extra stuff in from the other two cores as you go.

The force users' story arcs will be acquiring the parts for a lightsaber. Got a pilot in the group? Maybe he wants to collect the hyperlane routes for lost Jedi/Sith/Force-User colonies as a side plot to help the Jedi.

Give us the list of Obligations and you may get more advice... without the players Obs I'm lost ;)

Do you think that it would be wise giving all the characters an Obligation? But keep the morality for the force sensitive only?

I'd recommend running the F&D module first, then run something else while the Jedi figures out where to get a crystal. Keep in mind that the Empire clamped down HARD on kyber crystals. He would have to make some very discreet inquiries and research to find a planet with the appropriate crystals. In the mean time, the group is working on an EotE or AoR module. Heck, part of the payout from the EotE or AoR module could be a lead on where to find a crystal.

I really like the idea of him going on the journey to find the crystal, he needs to create the hilt first. But I wonder how long he'd be before he got it. I don't think it would be a problem if he had to wait a little longer for it, I just know he's desperate for one.

Would him finding a lightsaber, during the first session, be a major problem? Since we're coming from D&D and into something far more narrative, we're moving away from the grab the loot style of game and much more into the story elements. I think they'll adjust well to it, since we played some Dungeon World before.

In some ways I'd prefer he went on the journey to make his own, but getting one early would be cool. For example, Luke starts with his fathers saber, and eventually makes his own. Do you think something like that could be built into the story?

Generally mixing is good of your players want to concentrate on different aspects of thier character, as you stated. However you should decide on a focus for the campaign or adventure arcs. AoR puts emphasis on engaging the Empire through the Rebel Alliance (could be an HQ they set out from to missions), F&D is mystical adventures involving the force and the role of jedi as mediators and guardian, lastly EotE is about smuggling and all other illegal activity while in the outback of the Outer Rim.

Obviously each of the aspects has its own atmosphere and feel...

Just a rough idea...this is by no means anything you have to follow, its just me tossing out an idea....

The module in the back of F&D. Jedi gets a saber hilt, but no gem.
Module in the back of EotE. The group gets introduced to Bragos the Hutt.

The module from the EotE GM kit. At the end, Bragos says he knows where the jedi can get a gem.
The module from the F&D GM kit. Jedi gets his gem. And there was much rejoicing. (yaaayyy....)
Jewel of Yavin. Bragos tells the Jedi and his group 'I helped you get a gem, now you are going to help ME get a gem...'

Just a thought.

From playing the Beginner Game for F&D I don't believe a basic lightsaber is incredibly unbalancing powerwise.. it is a powerful weapon but requires closing the gap with enemies who may be spread out and may start targeting the guy swinging the glowing sword around. I've played using a rifle while another player had a lightsaber and found we were both similarly successful in dealing with the enemies we were fighting. However, there's likely to be some envy between players if a force user picks up a lightsaber but the others don't get something they feel is similarly cool.

As for the construction, the F&D materials indicate that the construction of the hilt itself is a relatively simple task and costs the amount listed for the hilt with no gem within the core rulebook for the parts and materials. The tricky part is having the focus and skill to properly attune and place the crystal as well as finding the crystal itself in the first place. Myself, I would also require that they have some reasonable source for having the knowledge required.. either a holocron or mentor that could impart this knowledge to them. In my opinion the construction of a lightsaber is not just a general piece of force related knowledge, they are devices which were specific to Jedi and later to Sith as these had their origins in the Jedi. It's certainly possible that a force user could come to figure it out on their own but that is going to take more time and effort and a reason they considered the idea given that during the time frame we are talking about most people have never seen one, know nearly nothing about Jedi and many question if these Jedi even existed in the first place.

As pretty much everyone else has said, piling all three together is just fine. Especially for a new group, I would stick to just one group mechanic (obligation or duty), and then the Morality mechanic is pretty specific for each Jedi.

As to lightsabers - they are great in a melee fight, but beyond short range they're less than useful. If you account for him mowing through groups of minions when you plan the adventure, there's no problem getting him a saber early on. That said, you can also stall it out for four or five sessions; so long as he sees he's making progress (if you ever read the I, Jedi book, it talks about things like specific power cells and dimetris circuit boards - components that are obscure but not inherently suspicious.) If he gets one of those each session, he could then build the hilt - and as mentioned, perhaps a patron is able to track down a rumor for them about a funny Jedi crystal (training emitter) which will tide him over until you can run a Khyber-specific crystal search mission.

A lightsaber hits more or less once. There's two weapon combat, the dual blade and a talent or two, but at some point it's just overkill on damage per hit. There's alive and there's dead, there's no classification of 'deader', point being I don't think giving PCs a lightsaber is really all that big a deal. Plenty of ways to impede a melee combatant readily available.