I thought about posting this in the GM Only threads but I'd like players to read and respond to this as well.
We finished our EotE campaign on Saturday night. For most of us, it was our second go at the system and it went much better than the first time. Not only did we have a better understanding of the rules, we dropped a couple of toxic players and gained a more experienced and enthusiastic player.
THE RUNDOWN
Going in, I wanted to have a dramatic arc in the campaign that mirrored the Han Solo journey; scummy fringers that become heroes of the Rebellion. More on this later. To summarize, the campaign started with the players inheriting a bar in Mos Eisley, which they could use as a home base. They started with a local reputation as part-time troubleshooters, so the overtaxed Mos Eisley police and Whiphid crime lord Lady Valarian offered them employment opportunities. These were:
- Solve the mystery behind an uptake in syndicate violence in Mos Eisley to prevent stormtroopers from being deployed to the city (re-write of Elven Fire from FASA's Shadowrun ).
- Discover the reason behind the "death" of Figrin D'an, former lead of the Modal Nodes (re-write of One Stage Before from FASA's Shadowrun ).
- Recover the lost chemical formula for a rather potent kind of death stick (re-write of On the Run from Catalyst's Shadowrun ).
- Race against various criminals, academics, and Imperial agents to recover various Force-powered artifacts (re-write of the "Dawn of the Artifacts" saga from Catalyst's Shadowrun ).
- Find a lost child on behalf of the Rebellion (re-write of Ivy & Chrome from FASA's Shadowrun ).
The PCs recovery of the missing child - the lost daughter of the Arkanis Sector Moff - put them in a bad position with the Imperial military and stormtroopers burned down their bar in punishment. As a result this drove the PCs to the Rebellion, where they:
- Rescued a starship designer from a Victory-class Star Destroyer (re-write of Starfall from WEG).
- Stole technical plans from an Imperial government contractor (re-write of Mission to Lianna from WEG).
- Stole a fuel container train and defended a Rebel base from Imperial attack (re-write of Black Ice from WEG).
I had originally planned two more adventures after the last one but the final battle in the last adventure was so climactic - and I didn't have the energy to script out an attack on a Super Star Destroyer - that it felt like a good conclusion.
LESSONS LEARNED and/or WHAT I WISH I HAD DONE BETTER
1. I wish I had stuck with just Edge of the Empire- style stories. There's nothing wrong with the idea of a transitional EotE to Age of Rebellion campaign, but it's not the most unique(?) Star Wars storytelling experience. Edge, and Force and Destiny for that matter, give you the opportunity to play out stories that the films and TV show(s) ignore - personal stories about people getting by in a galaxy run by corrupt governments and powerful crime bosses. There's nothing wrong with playing scrappy Rebels but it's very... been done.
My next campaign will be a blend of Edge and FaD, for those who want to get deeper into Force-use and mystical adventures. The Rebellion/Empire conflict can be a peripheral thing or just a source of employment.
2. During the Force-artifact recovery story line, I introduced a band of Matukai as the player's patrons. I portrayed them as do-gooders, like the Jedi, but from the shadows and in secret rather than the light and in public. If the Jedi were samurai, the Matukai were mystical ninjas. One of my players, who was playing a Colonist Entrepreneur, said he also wanted to play a Force Sensitive, so they seemed like a good fit as instructors. The idea I had was to have the player master the use of a sci-fi halberd (wan-shen), and have that be his signature weapon when he was fully inducted into the Matukai.
Well, that idea went out the window when he recovered a pair of lightsabers from a Dark Jedi and took up one of the lightsaber specialist classes from FaD. There's nothing wrong with that, per say, but the interesting narrative bits were lost when the player started min-maxing with lightsaber talents rather than using the wan-shen with stats that we created together from scratch. And since Matukai don't use lightsabers, there was no story reason for him to stick around.
Also, and this was partly my fault, this character hogged a lot more spotlight time than the other PCs as it was a lot easier for me to craft Force-related adventures rather than focus on the needs of a Hired Gun Enforcer or a Colonist Scholar. I'll do better.
3. Next time, I'll have the PCs write some character story hooks for me. I feel like I dictated their character arcs for them. Nobody complained but it's not as fulfilling as doing it organically and together.
4. Next time, I'll be a bit more proactive in watching character generation. That same Force Sensitive character, while great at hand-to-hand, felt useless in a starship fight because he didn't put any points into Gunnery, Leadership, Piloting or Mechanics. So I'll make sure allocates resources appropriately.
5. Next time, I'll make sure that PCs let me know what gear they're buying before they buy it, rather than spring it on me during the game.
Me: "Okay, you're sneaking through an Imperial Star Destroyer..."
Them: "Okay, we pull out our 80,000 credit stealth suits that block us from all EM frequencies and sound."
Me: "Fuuuuuuuuuuuuu... Uh, okay. There are Storm Commandos aboard who have macrogoggles that can see through stealth tech."
Them: "Fuuuuuuuu..."
6. Next time, I'll introduce one or two arch-villains/nemeses whose actions directly or indirectly affect the PCs.
7. And, finally, next time I'll run more of a "living" campaign with multiple factions for the PCs to have as patrons. If the PCs elect not to work with a specific faction, it's story will continue on in the background until dramatically appropriate. I'd like to get away from the bog standard "you have an infochant/commanding officer who gives you a job/mission. Go on that job/mission. Get paid/awarded." format.