Where next after beginners game?

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

I've run the beginners game a couple of times and really fancy getting in to the main game with my group. I would love some ready made campaigns like in the beginner set to get us started. Is there a good place to go next? I notice the GM set has a campaign with it?

Thanks

Thats good. The core books have one. The freebie here on FFGs site is good.

There are also Adventure modules, Beyond the Rim, Mask of the Pirate Queen, Assault on Arda I, Chronicles of the Gatekeeper, all for the different Core book lines. Though you can't really beat the ones in the Core Books, cause you need to have the CRB anyway, so might as well use the adventures. The DM Screens also come with starter adventures, and the Sector books come with modular encounters that you can drop into any campaign really.

The GM kit game is especially fun

Edited by Orjo Creld

Just note the published adventures aren't linked in any way. A good way to get your feet wet coming up with your own adventures is finding a way to bridge from one published adventure to another while making it seem fluid. Extend each bridge a little longer and you'll be running your own adventures in no time.

I really like the free adventure Under and Black sun produced by FFG.

If you know where to look, you can find some awesome fan-made adventures as well.

Just note the published adventures aren't linked in any way. A good way to get your feet wet coming up with your own adventures is finding a way to bridge from one published adventure to another while making it seem fluid. Extend each bridge a little longer and you'll be running your own adventures in no time.

When I did this, my players ran from Teemos place to Formos, where I ran the CRB adventure.

When they turned in the Bounty to Thakba, I had him blackmail the PCs into working for him (knowledge of the events against Teemo), and then swapped the Hutts over in Debts to Pay (GM Kit), and he sent them there for that job.

Since then I have pretty much used Thakba as the link, with him sending them on various jobs, being the printed adventures

Though you can't really beat the ones in the Core Books, cause you need to have the CRB anyway, so might as well use the adventures.

I have found that the ones in the Core Rule Books are pretty tepid and need to be massaged into proper games. Mind you, they have what - 10 pages to work with? So I don't hold it against them, but there's a couple leaps in logic here and there that need to be bridged before I could use them.

So for a "here's how you could run the game" example, they're fine - but for actual game, they're a little weak.

Just note the published adventures aren't linked in any way. A good way to get your feet wet coming up with your own adventures is finding a way to bridge from one published adventure to another while making it seem fluid. Extend each bridge a little longer and you'll be running your own adventures in no time.

This is an excellent idea ... and there are so many published adventures and encounters you could string several of them together and that will probably give you a good idea of how to start constructing your own (or modifying existing ones). You'll just need to have something in mind to transition between the adventures.

And if you've run the Beginner game a couple times already, your group may be ready to create their own characters now ... that will also help you put things together as you'll know what each players strength is so you can construct things in a way that each player will have their opportunity to shine in some way. What I mean by that is, for example, if you have a computer whiz and a beefcake in your group ... have an encounter where the whiz is trying to hack a locked door while the brute deals with the guards ... that's overly simplified, but hopefully you get the idea.

Edited by oatesatm

The sourcebooks have modular encounters, like mini adventures, some of which will easily occupy a session or that can be beefed up to do so. I like the modular encounters a lot as I like to run things episodic and have things finish up every session. A little thought and read through of them is all that would be needed to link them together. I particularly like the Hutt book ones.

All the things.
Buy all the things....
:L

Though you can't really beat the ones in the Core Books, cause you need to have the CRB anyway, so might as well use the adventures.

I have found that the ones in the Core Rule Books are pretty tepid and need to be massaged into proper games. Mind you, they have what - 10 pages to work with? So I don't hold it against them, but there's a couple leaps in logic here and there that need to be bridged before I could use them.

So for a "here's how you could run the game" example, they're fine - but for actual game, they're a little weak.

I mean, they're not great, but you're already getting the book anyway, so....bonus.

I've been DMing my current SW campaign since June once a week for about 3 hours at a time. This is what I've done so far ...

Escape from Mos Shutta Beginner's Box adventure followed up by Long Arm of the Hutt. Then, I had the Twil'ik leader woman send the characters to her uncle named Reom from Beyond the Rim to start them on that hook. Before sending them on the Beyond the Rim adventure, I had Reom have them investigate a mine that he won in a Sabbacc game (EotE GM's Kit Adventuer called Debts to Pay) to "prove themselves" before trusting them with something as sensitive as the Beyond the Rim hook. One of the characters had an interest in the mine as his brother was the one that lost it in the Sabbacc game as well as most of his fortune that he screwed the player character out of. After the mine, Beyond the Rim. End Episode I.

After Beyond the Rim, the players wanted to join the Rebellion, so at the end of Beyond the Rim it was revealed that Reom as a Rebellion officer using IsoTech as a front. So, the Rebellion sent the party to the Corellion system to establish a foothold by taking over Whisper Base (AoR Beginner's Box Adventure). Yeah, I moved it. =) I had a couple homebrewed sessions I ran them through before the attack on Whisper Base first. Then, Whisper Base and we did the free follow-on adventure, Operation: Shadowpoint. End Episode II.

Episode III will be unseating, discrediting the current Grand Moff in the Corellion Sector and over all increasing the "sense of Rebellion" throughout the sector. My players got me Mask of the Pirate Queen for Christmas, so that will be the next adventure they will tackle. With rumors around the female Grand Moff working with the Veiled Sorority from Mask of the Pirate Queen, accomplishing those goals in the published adventure will go a long way to reducing the power of the Empire in the Corellion Sector. And yes, relocated that adventure as well. =)

That will probably be another month or so of gaming and moving the campaign story arc along.

So, you don't have to be locked into what the pre-published adventures have in them, just adapt them to the story you and your players want to tell. And that is important, ask your players what story do they want to tell as well.

Anyways, good luck!

Z

Each beginner game has a follow-up adventure that's free to download. EotE has "Long Arm of the Hutt", AoR has "Operation: Shadowpoint", and FaD has "Lure of the Lost". These are all continuations of the beginner adventures and use the same pregen characters. Whereas the box adventures are very simple, structured and linear in order to teach the basics of the rules, the follow-up adventures are a lot more free-form and involved, and are great for getting the players used to how a typical adventure is run.

From there, some groups may have grown fond of their pre-gens, in which case they can create their own version of the characters (using the CRB rules) to continue the campaign. For others, it'll get them used to the rules and character roles and they'll want to create their own brand new characters to start a new campaign. For my group, I ran Escape from Mos Shuuta at a convention, and they had such a blast that we stayed up until about 2 in the morning playing "Long Arm of the Hutt", finally finishing it the next afternoon. They were all very amped and decided to create their own characters for a real campaign. There's something about the EotE beginner box pregens that, in my experience, people just love, so the characters they created actually had a lot of similarities to the pregens. The guy who played Oskara, for instance, created a twi'lek smuggler, and the one who played Mathus created a tech.

That was coming up on three years ago, and the group is still going strong. Since they all had new characters, and since I didn't have loads of time to create my own campaign, I started them out on the Wheel and they went through Beyond the Rim. I've since run Echoes of the Past, the AoR GM kit adventure, Onslaught at Arda I, and am currently running Jewel of Yavin. As someone mentioned, most adventures are stand-alone, so I had to create some "glue" scenes and adventures to go from one to another. I created a sub-plot (with a nasty reoccurring villian) for Echoes of the Past where the "dark jedi" ended up being an Inquisitor who had kidnapped the Force-sensitive in the party. I also created an adventure that included a raid on a star destroyer for another character's mercenary backstory (his old merc captain, now working for the Rebellion, had been captured by Imperials). For another, who grew up on the streets and alleys of Nar Shaddaa, I basically did a Star Wars version of "Kill Bill" dealing with Billba the Hutt and his bizzare and colorful group of henchmen, all modeled off of Kill Bill characters (this one was a big hit with the players).

As for specific advice... someone mentioned using Reom as a primary contact, and this works out great. Because he has lots of "contacts", you can use and abuse this guy to get the PCs involved with almost any adventure. For Echoes of the Past, the twi'lek Force sensitive was actually Reom's cousin, and he used his influence to get the PC's on the right track to find the primary contact for the adventure. Jewel of Yavin? Reom did some work with Arend Shen and recommended the party for his little heist scheme. For the AoR GM kit adventure, the "glue" was a new PC who was a Rebellion spy sent to follow the characters (by then, they had made quite a name for themselves). The adventure ended up being a test by the Rebellion to see how the PCs could handle a mission.

So... if you want to use published, or fan-created, adventures (many of which are very well written), just create your own simple "glue" scenes to make the PCs involvement more fluid. Also don't be shy about reworking NPCs in order to fit into previous adventures, or to be involved with PC backstories.

Hopefully, I'll be able to start my campaign within the next month or so and I planned to start with the beginners game and then re-purpose many of the modules to run a single story arc. Basically it will be the PCs versus a certain Hutt. The plan is depending on the choices the players make at the end of each episode(session) will affect their resources they bring to fight the big bad in the final showdown in the last episode. I'm of course not going to expressly tell them this out of game, but hint at it with in-game plot points.

So to answer the OP, honestly you can go anywhere next. There are many hooks that you could use to lead to pretty much any module or original idea you have. You can say they find something on the Krayt Fang that leads them to X or they are contacted by a Rebel agent that would pay them to do Y or whatever you deem appropriate for your players.

What I am doing is reading the modules and taking the ones I like and want to see run and just changing around key plot points to suit the bigger story arc. I say look at them, and decide what you and your players would have the most fun running and go there!

This is awesome thanks all. The idea of 'glueing' pre made campaigns together with my own is a great idea.

Love this game, a little overwhelmed with the rules but slowly getting there!

This is awesome thanks all. The idea of 'glueing' pre made campaigns together with my own is a great idea.

Love this game, a little overwhelmed with the rules but slowly getting there!

That's part of the reason these forums exist.

If you have free time, there are plenty of podcasts that you can listen to for further advice.

The Order66 podcast may be right up your alley. Fair warning, their shows run ridiculously long.

I've started on the Order66 podcast and been listening to the live games, very cool got some great ideas.