Looking for a ranking of the supplement books.

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

So far I have gotten everything Force and Destiny but I am looking at some of the Edge and Age books but there is a lot, so where to start? I looked to see if anyone has reviewed them all but I can't find anything comprehensive. Any help?

Well, a good place to start is the core rulebooks, as they offer the basic careers, species, and specializations, plus a bunch of ships and some gear not in the F&D core. If you're not interested in running either kind of game and just plan on sticking to F&D, the three region books are valid (Suns of Fortune, Lords of Nal Hutta, Strongholds of Resistance), as they include world building, gear, vehicles and short encounters that can be adapted for any kind of game.

The other supplements, the career books, all have worthwhile material and rule expansions if it interests you, and all specializations can be used by any career. The adventure books are usually tailored for the game they are labeled with, but can be adapted.

The value of the books really depends on what you're looking for, though.

Wow, this is a 'how long is a piece of string' question really.

What works for me might not work for you.

I own all the books personally (everything aside from the cards in fact) and FFG generally has very high standards across the board.

There are three basic types of books; adventures, career books and setting books.

I'd say the career books are pretty much a 'must-have' if you have a PC of that career. There is just SO MUCH that's fitting in - say -the Colonist book, including appropriate adventures, suitable equipment, and new specialisations and talents. There also seems to be some 'rebalancing' going on, as the Explorer book offered new options when many found the original specs somewhat lacking.

The adventures are a mixed bag. I don't play in the 'canon' universe so they are of less use to me personally, but they are fairly easy to change to other eras with a bit of work. They seem to be well-made and beautifully-illustrated, as you'd expect from FFG. They do feel a bit linear to me, but our play-style is very open-world. They are easy to cannibalise and take certain encounters or NPCs to use in your own games.

The setting books are somewhere in the middle. Lots of fluff and a good bit of crunch. You could probably find the information on Wookiepedia, but for people like me who haven't kept up with Star Wars over the years, they are a nice reference. There's a decent mix of new species, gear and adventure ideas. 'Suns of Fortune' has a great concept - smaller, modular encounters that GMs can easily adapt for their own adventures. There's plenty here for a GM to run an entire campaign in that area should they wish.

Anyway, hope that helps. Oh, and as regards aesthetics, the books are beautiful and are worth owning for this alone.

(Oh, one thing to keep in mind... FFG have chosen to spread the game across three lines and various splatbooks. Each has a little smorgasbord of species, gear, ships, etc. It's extremely unlikely we'll ever see a 'book of species' or a 'book of ships' for instance. Whether you think this is a good or bad thing is up to you.)

Edited by Maelora

Wow, this is a 'how long is a piece of string' question really.

What works for me might not work for you.

I own all the books personally (everything aside from the cards in fact) and FFG generally has very high standards across the board.

There are three basic types of books; adventures, career books and setting books.

I'd say the career books are pretty much a 'must-have' if you have a PC of that career. There is just SO MUCH that's fitting in - say -the Colonist book, including appropriate adventures, suitable equipment, and new specialisations and talents. There also seems to be some 'rebalancing' going on, as the Explorer book offered new options when many found the original specs somewhat lacking.

The adventures are a mixed bag. I don't play in the 'canon' universe so they are of less use to me personally, but they are fairly easy to change to other eras with a bit of work. They seem to be well-made and beautifully-illustrated, as you'd expect from FFG. They do feel a bit linear to me, but our play-style is very open-world. They are easy to cannibalise and take certain encounters or NPCs to use in your own games.

The setting books are somewhere in the middle. Lots of fluff and a good bit of crunch. You could probably find the information on Wookiepedia, but for people like me who haven't kept up with Star Wars over the years, they are a nice reference. There's a decent mix of new species, gear and adventure ideas. 'Suns of Fortune' has a great concept - smaller, modular encounters that GMs can easily adapt for their own adventures. There's plenty here for a GM to run an entire campaign in that area should they wish.

Anyway, hope that helps. Oh, and as regards aesthetics, the books are beautiful and are worth owning for this alone.

(Oh, one thing to keep in mind... FFG have chosen to spread the game across three lines and various splatbooks. Each has a little smorgasbord of species, gear, ships, etc. It's extremely unlikely we'll ever see a 'book of species' or a 'book of ships' for instance. Whether you think this is a good or bad thing is up to you.)

Yes, I would rank them as Maelora has done:

1. Career Books

2. Setting Books

3. Adventures

I use pieces from the Adventures but don't rely on them as much as I do the first two.

I looked to see if anyone has reviewed them all but I can't find anything comprehensive

As always, Board Game Geek has your back!

You might start with whatever books your players find most interesting/useful. If you have a PC that wants to delve into heavy arms operation or explosive ordinance, then Dangerous Covenants might just be the book for you! Or if you have a player that wants to play a Drall or fight with a Selonian glaive, Suns of Fortune is probably going to be a wise purchase.

To add, I'll list the key things that I like each book for (besides core books):

Adventures:

Beyond the Rim - Aside from the adventure itself this one contains a rundown of a space station called "The Wheel." It's a great place for parties to seek out information and gear and spend money. Also, the planet Cholganna can be used to re-create any jungle scenes with plenty of ideas for exploring wreckage. You get some pretty cool critters like nexu and arboreal octopi. There are also some guidelines with one of the earliest "official" custom skills, aka Knowledge(Cybernetics). These go hand in hand with some cybernetic upgrades for creatures, like electro-claws. Raxus Prime can be used to help setup any space junkyard type scenes.

Jewel of Yavin - Cloud City! Seriously, this one gives you a ton of information about this fairly iconic locale. Some nifty racing guidelines for the more gas-for-blood people out there are also included, and some nifty characters that can easily be used as NPCs in any other game. JoY also delivers cool guidelines for an auction event, as well as some informative support for any group interested in trying to play a game inspired by any of the Ocean's movies.

Onslaught at Arda I - You get a cool rebel base, some more nifty critters, mass combat guidelines (we're getting more of these in Lead by Example), guidelines for running an investigation and some rundowns on some interesting planets that can be used for other stories.

Mask of the Pirate Queen - I haven't read too much of this one, as my GM is running this adventure currently, but I do know you get an M-2 variant of the Starviper, for those players who loved the Virago. Interesting information so far on Saleucami, probably more on Ord Mantell, Stats for Interceptor IV Frigates, and some other cool things. Plus it's the first bounty adventure. Even if you don't want to use it for its adventure, the write-ups on the Veiled Sorority and the Zann Consortium can be used to help flesh out criminal enterprises in other stories.

Region Books: All of these I highly recommend, as they add a lot of useful information for setting building, while still containing a wealth of things players want too.

Sons of Fortune - The Corellian sector in detail. You get lots of info on the planets in system, some info on other planets in sector, a good handful of important characters in the sector, ships/gear from the sector, the species, critters, and modules.

Lords of Nal Hutta - Arguably the best supplemental book out there. A huge wealth of information on an iconic area of space that is a great resource for nearly every story. A lot of cool gear/ships, 4 species, many critters, and some really nifty modular encounters.

Strongholds of Resistance - Lots of Rebel bases, cool gear, some ships, some encounters. My biggest takeaway from this book was Echo Base, and ideas on how to run the assault on Echo Base for a party.

GM Kits - Each of these has rules for something, and an adventure.

EotE - This one contains some guidelines for quick creation of Nemesis level enemies to antagonize your party. The adventure contained within is interesting, but doesn't hold too much information usable outside of it.

AoR - Squad and Squadron rules! These are a must have (IMO). Never lose your BBEG to an autofire salvo on the first initiative slot again! Also, the adventure is one of the most entertaining I've run. 3PO protocol droids with guns taking over an entire ship. Good times. And while Port Tooga (Hutt space station) doesn't get as much of a write-up as The Wheel, it can still be used in a similar, though smaller scale, manner.

Beginner Kits: So each one is a set of dice, an intro adventure, and tokens for the stuff in the beginner adventure.

EotE: The adventure is decent, you get a little bit of background on a not-Mos Eisley town on Tatooine, plus a good way to get the group a ship. The follow up download, Long Arm of the Hutt, is fairly interesting as well.

AoR: This adventure, combined with its follow up download, Operation Shadowpoint, is one of the most entertaining adventures I've ever run. With plenty of information about Onderon, a whole slew of modular encounters that don't have to be run in an exact linear order, a "what do you choose to do now?" vibe and other fun things, I highly recommend this product. Even outside of the adventure, the information inside it about Onderon and it's capitol Iziz can be used anytime a party has to go there. While it doesn't have too much specifics on the sith tomb there, it does provide a lot of other stuff to add to the locale aside from the tomb.

Career Books:

Stay on Target - This is a great source of some cool ships, expanded astromech rules, and beast riding. Of the three added specs, Rigger is my favorite, as the spec lets you hotrod your character's vehicle and make it awesome. This is a must have for any group interested in running a game centered around flying starfighters or wrangling beasts.

Desperate Allies - This book is full of many ways to expand on the role of any character who prefers to talk rather than shoot. It also has some really interesting gear (not just for these kinds of characters). Also, if your group wants to operate out of a base, rebel or otherwise, rules for that are included.

Dangerous Covenants - Rules for explosives, some cool gear/ships, a nifty short campaign for a mercenary group, and rules for taking any non-military vehicle, and then rebuilding it into a military vehicle.

Enter the Unknown - As one of the first career books, this one is slightly lacking compared to the others. That being said, I do open this one up often for the player options, particularly the gear and starships. Also, Archeologists are awesome.

Far Horizons - Marshals! Seriously, they're cool. Along with them, you get homestead/business rules and ideas on how to run a game that gives a very Wild West frontier town feeling.

Fly Casual - SHIPS SHIPS AND MORE SHIPS! Like, a lot of cool ships. Really cool ships. And ship mods. And ships. Some sweet gear, cool specs, and one of the most amazing rulesets for showdowns/duels I've seen. And don't forget the ships! Oh, also, Interdictor Cruisers and Golan II Defense Stations. Plus a bunch of guidelines for getting around the galaxy, how much your characters should negotiate for when smuggling, how to run con jobs, both short and long, and some other fun illegal enterprises.

I hope this helps. If you have any specific questions, I do own all the books so far.

Wow thanks so much for the posts! I'm probably going to go for the Region books to start and maybe Fly Casual!