new players adventure

By starrius, in Game Masters

good morning.

I'm still pretty new tot he system and will be running an adventure for my friends. I was wondering which of the published adventures is a good place to start while I write my own adventure.

If you're all new to the system and/or roleplaying in general, one of the Beginner Games might be preferable. (They include maps and a set of dice, so it's pretty cool)

Haven't personally played them, but they're supposed to run you through the basic rules, in a learning by doing kind of way.

Of the Adventure Modules I only own Beyond The Rim, wich I haven't come around to playing yet, but the premise is interesting.

It's mostly like a treasure hunt kind of adventure from what I gathered.

Also heard good things about The Jewel of Yawn, again haven't really played that..

Overall I prefer to build my own settings, so sorry if that wasn't much help... :unsure:

I've tried the intro missions to break them into the system but want to run something to start my adventure and a pregen allows for some beginning fun while I work on my own stuff.

I will check out the two you mentioned. thx

also the "beginner adventure" isn't a adventure as such more like 1 mission I want something to last a few sessions while I build up everything

How far have your players got with creating their characters?

Are you running Edge specifically?

Is there anything you want to avoid in this game?

Anything you want mentioned in preparation for the scenario you're currently planning?

i'm going to start with characters being EotE characters and after an adventure or two i'm going to be bringin gin a plot to do with the empire and maybe leading to them trading their obligation for duty.

character creation is this week but I wanted to have a good grasp of what to run. I want something that can get them into the game comfortably without being so short that it's over to quick.

we did the beginner EotE last week to test the water if they liked the system and it's a good way to teach the basics of the system but I want to build from there into a full campaign with everyone using their own characters

also the "beginner adventure" isn't a adventure as such more like 1 mission I want something to last a few sessions while I build up everything

The beginner game comes with a free PDF adventure called Long Arm of the Hutt you can download from the product support page (along with 2 extra pregens if you need them). There's enough in there for 3 or 4 more sessions, depending how you play it. All the beginner games have this extra PDF adventure extension, they're all worth it.

thx

also the "beginner adventure" isn't a adventure as such more like 1 mission I want something to last a few sessions while I build up everything

The beginner game comes with a free PDF adventure called Long Arm of the Hutt you can download from the product support page (along with 2 extra pregens if you need them). There's enough in there for 3 or 4 more sessions, depending how you play it. All the beginner games have this extra PDF adventure extension, they're all worth it.

I second what Whafrog said! I started with a group that never played a tabletop RPG before and now we have ended our year-long EotE campaign and have transitioned to a Force & Destiny campaign. *Yay lightsabers and Force powers!*

Anyways, we started with the beginner game, then like you are doing we did a "hot-swap" between the first and second session and created our own characters and continued the BG with Long Arm of the Hutt. The PC's ended up buying a plot of land on Ryloth near the mine they are helping to save and put a stake in the mine itself. They then used that as their base of operations, built a small cantina and weapons/repair/general store shop and generated a decent income from that and continued to build out the base and upgraded their ship, bought new weapons, etc..

We ended the campaign with an epic heist, *think Ocean's Eleven* by playing through The Jewel of Yavin. It was an epic campaign, got my group into RPG's, and was easily established by the beginner game. I think you will have a good time with it!

Anyways, we started with the beginner game, then like you are doing we did a "hot-swap" between the first and second session and created our own characters and continued the BG with Long Arm of the Hutt.

Exactly what I did with my group. The first game was with the pre-gens, and I ended it just before the Krayt Fang lifted off. Then the players made their own characters, and they ran up waving "help us escape too!" First group got dropped off at Mos Eisley, and the game continued with the new characters.

The question sounds like asking why they would switch obligation for duty?

Have they provided you any of their background for you to work with?

In my first weg Star Wars game as a player the gm had us framed as Rebels, captured and interrogated aboard a Victory class Star destroyer before escaping making sure to turn their TIE Fighter launcher into a makeshift railcannon using TIE Fighters as ammunition... it was certainly messy before they realised they had a problem!

To me Duty doesn't mean joining the Rebellion it could easily be used to create their own outfit what do they fancy playing?

Become rivals of the Hutt or even allied to Black Sun... I wonder if they want to become Rebels then maybe they get caught on the ground in a settlement being targeted by the Empire and they get turned into Rebels on the Empire's shoot on sight list?

Maybe they help some of the locals to escape the unexpected attack none of them aware it's the Imperials and not so legal thus they're framed and considered as knowing something they don't want revealed ala River in Firefly and the Serenity movie for example?

Still needs more information on whether it's character related or adventure related could easily because someone was killed or robbed and they were fingered so framed by an enemy could work but are we talking getting an Agent Kallus level nemesis chasing them ala The Fugitive series sort of campaign?

I used another free adventure called "under a black sun". It has been a great introduction for our players as well as for me as GM.

Thank you all for your responses it has been really helpful

I'm going to slightly rewrite the tutorial and redo it with my group having their own characters and then run the long arm of the Hutt.

Hello all.

I'm also new to the Star Wars RPG Universe as well as being new to Game Mastery.

Right now I'm struggling to determine what to do first.

The available premades that I have are:

Escape from Mos Shuuta (Beginner's Game)

The Long Arm of the Hutt (Beginner's Bonus)

Trouble Brewing (Core Book)

Debts to Pay (Game Master's Kit)

Under a Black Sun

Shadow Over Tarkintown

I also picked up Mask of the Pirate Queen, but I certainly don't want to start there as I'd like to get my bearings as a GM first.

I've read through Escape from Mos Shuuta and Trouble Brewing and at this point it seems like Escape from Mos Shuuta would be a good place to start, but allow PCs rather than the premades.

In Trouble Brewing I was able to follow everything but was confused about one thing...

How do the PCs actually get to the Asteroid field? The book mentions a ship but give you no information about what the PCs should be flying. How do you deal with the possible engagement with the security droid and the Z-TIE when you don't have stats on the ship? This is why i thought Doing Escape would be a good place to start since it results in the players getting a ship at the end.

Thoughts?

i've been a PC in several RPGs in the past. Most actively in Pathfinder and D&D 5e. I'm extremely excited about trying out this system. I'm glad to see there's an active community of players talking about it!

Hello all.

I'm also new to the Star Wars RPG Universe as well as being new to Game Mastery.

Right now I'm struggling to determine what to do first.

The available premades that I have are:

Escape from Mos Shuuta (Beginner's Game)

The Long Arm of the Hutt (Beginner's Bonus)

Trouble Brewing (Core Book)

Debts to Pay (Game Master's Kit)

Under a Black Sun

Shadow Over Tarkintown

I also picked up Mask of the Pirate Queen, but I certainly don't want to start there as I'd like to get my bearings as a GM first.

I've read through Escape from Mos Shuuta and Trouble Brewing and at this point it seems like Escape from Mos Shuuta would be a good place to start, but allow PCs rather than the premades.

In Trouble Brewing I was able to follow everything but was confused about one thing...

How do the PCs actually get to the Asteroid field? The book mentions a ship but give you no information about what the PCs should be flying. How do you deal with the possible engagement with the security droid and the Z-TIE when you don't have stats on the ship? This is why i thought Doing Escape would be a good place to start since it results in the players getting a ship at the end.

Thoughts?

i've been a PC in several RPGs in the past. Most actively in Pathfinder and D&D 5e. I'm extremely excited about trying out this system. I'm glad to see there's an active community of players talking about it!

Hi cdriccio and welcome to the forums! What you might want to do with your post is start a new thread instead of starting a new topic and taking over the original poster's thread. :)

On that note, I would start with the Beginner game and then move into Long Arm of the Hutt as I mentioned above. Unfortunately I never ran the Trouble Brewing adventure, so I can't answer that for you...but if it leaves it open to interpretation, then feel free to create something yourself and integrate part of your own narrative into the story!

The idea of trouble brewing is that the PCs are using their own ship, and stopped by mos shutta for a supply pick up or just for a land leave. So they should have their own ship. For which ship to choose, look in the CRB on pg 92 or something close to that. It's right before the skills section, at the end of character gen section. It talks about the 3 best beginner ships that the devs would recommend. Now, you can use any ship that costs less that 120,000 but I would start with or of those three.

Hi cdriccio and welcome to the forums! What you might want to do with your post is start a new thread instead of starting a new topic and taking over the original poster's thread. :)

On that note, I would start with the Beginner game and then move into Long Arm of the Hutt as I mentioned above. Unfortunately I never ran the Trouble Brewing adventure, so I can't answer that for you...but if it leaves it open to interpretation, then feel free to create something yourself and integrate part of your own narrative into the story!

Thanks for the etiquette advise. I'm always reluctant to just throw up a new topic if there's one with a similar subject... sometimes people on boards will thrash you for not searching the forums first before posting a new topic.

Also thanks for the Adventure advise as well. I was leaning towards the Beginner adventure and adding hooks for Trouble Brewing before moving back to Long Arm of the Hutt.

The idea of trouble brewing is that the PCs are using their own ship, and stopped by mos shutta for a supply pick up or just for a land leave. So they should have their own ship. For which ship to choose, look in the CRB on pg 92 or something close to that. It's right before the skills section, at the end of character gen section. It talks about the 3 best beginner ships that the devs would recommend. Now, you can use any ship that costs less that 120,000 but I would start with or of those three.

Yeah I actually skipped right over that when I read through and made my first character. I was helping my wife make one and then saw that "Step 10" or whatever it was. The Firespray is kinda tempting to throw in the mix.

Thanks for responding guys. I'll definitely be stopping back in for GM tips for our campaigns. Seems like there's a lot of good info in here!