Dawn of Defiance... has anyone transferred this to FFG

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

I remember playing this whole module back in the day for Star Wars when it was D20 and the other stuff. My characters min maxed the hell out of it towards the end and just straight up brutalized the last 3 books. But to the point. has anyone transferred this over from D20 to FFG system. It doesn't seem to hard to do.

I ran Traitors gambit and Wretched Hive. Easy to convert to FFG

I'd like a conversion very much, too, especially suggestions for experience gain.

Thanks

Yeah, it can be pretty easily converted over. Pretty much, you're going to be deep-sixing the established stat blocks, but for the earlier adventures you can just use the pre-gen stat blocks in the various FFG core rulebooks. For the Valin Draco, you'll probably need to come up with your own stats for him, but for his first appearance you can use the Inquisitor rules, though probably giving him a few extra talents and special abilities to ensure the PCs don't steamroll him too badly (I strongly suggest ensuring he has both Parry and Reflect at the very least).

We are just starting it this week. I am changing the timeframe to be right after the events in the Force Awakens, though. Fits pretty well with just a few changes.

Whoops. Double post.

Edited by plarfem

Ah! I was looking for an idea for a new game this summer. Dawn of Defiance sounds absolutely smashing, and it would be fun playing in the First Order era.

We are just starting it this week. I am changing the timeframe to be right after the events in the Force Awakens, though. Fits pretty well with just a few changes.

There are some elements that would need updating, I think. The things that stand out, just off the top of my head, are Bail Organa and Republic clones working as personal bodyguards for Imperial agents (I think these were in the "Queen of Air and Darkness" module...). If you fast-forwarded the timeline of the game a few decades, who would you use as the "Bail Organa," and are there any sorts of individuals that you might use as stand-ins for the Republic Clones during the Dark Times?

Anyway...I would be interested to know what changes you've made so far! Any fresh ideas would be most welcome.

For Bail Organa I am planning to simply use Ota from the Long Arm of The Hutt online supplement, for the clones I'll be using any henchmen that seem fit.

My question is would foiling the Sarlacc Project and building the Super Star Destroyer by the Empire fit into FFGs suggested timeframe for Edge of the Empire?

Edited by Seam

I actually just told my players that there would be four major NPCs in the game, the nemesis, the contact, the mentor, and the informant, and let them come up with who they wanted to see. For the Bail Organa, the contact with the Resistance in this timeline, they went with a hutt of all things. We did come up with some good motivations for the hutt though.

Take a look here for some details on those NPCs as well as the characters if you are interested:http://hackingtheedge.blogspot.com/2016/03/at-table-fiasco-style-relationships.html

I will probably be updating how it goes on the site as well.

Edited by plarfem

I actually just told my players that there would be four major NPCs in the game, the nemesis, the contact, the mentor, and the informant, and let them come up with who they wanted to see. For the Bail Organa, the contact with the Resistance in this timeline, they went with a hutt of all things. We did come up with some good motivations for the hutt though.

Take a look here for some details on those NPCs as well as the characters if you are interested:http://hackingtheedge.blogspot.com/2016/03/at-table-fiasco-style-relationships.html

I will probably be updating how it goes on the site as well.

Interesting... I've never polled the players on NPCs out there in the world... Do you do that often?

Interesting... I've never polled the players on NPCs out there in the world... Do you do that often?

Yes, I do that a lot actually. In my experience, it gets them more invested in the characters, and gives me a lot of insight into what they want to see in the game.

When I am not running something based on a published adventure, I like to give them a lot of input into the actual plotlines of the game. I won't lie, I have basically swiped campaign creation from the Dresden Files RPG...

Is the Dawn of Defiance campaign accessible online? I'd like to look at it for inspiration.

WotC no longer hosts it, so you'll have to do some digging to find it. Try here.

In looking at a conversion, remember that these were designed in a D20 type environment that fundamentally tied character advancement to a set number of encounters (and mostly combat encounters). It feels like there are way too many fights in most of these modules based on the way FFG's game is paced. Obviously part of that comes down to group preferences, but I think a conversion has to focus more on the big picture events.

A lot of these are room by room maps, like a dungeon in space, where you open a door, kill six Stormtroopers, loot the bodies, search the room, and then get ready to open the next door. Many of the ideas are good, but a pure conversion would get really tedious in this system.

In looking at a conversion, remember that these were designed in a D20 type environment that fundamentally tied character advancement to a set number of encounters (and mostly combat encounters). It feels like there are way too many fights in most of these modules based on the way FFG's game is paced. Obviously part of that comes down to group preferences, but I think a conversion has to focus more on the big picture events.

A lot of these are room by room maps, like a dungeon in space, where you open a door, kill six Stormtroopers, loot the bodies, search the room, and then get ready to open the next door. Many of the ideas are good, but a pure conversion would get really tedious in this system.

I agree. There was an old topic about converting this adventure to FFG Star Wars. My suggestion was to cut out any unnecessary fights, and maybe replace some of the dungeon crawly scenes with broad skill checks.

Yep. For example, the Outpost on Felucia...if you do get into fights with all those disparate little clusters of enemies, just use one-check combat resolution and move along.

One possible option in regards to the high volume of fights, especially in the earlier adventures, is to just use minion groups comprised of only two members of that given enemy type. For instance, a minion group of two stormtroopers will be fairly easy to deal with for all but the most combat-inept groups.

But generally speaking, you probably are better off just scaling down the number of combat encounters, or as awayputyrwpn suggested treat the dungeon spelunking as an extended series of skill checks (akin to D&D 4e's Skill Challenge mechanic, needing X number of successes before three failed skill checks), and save the combats for the major opposition.