Any recommended source books?

By Spartan Dude, in Star Wars: Edge of the Empire RPG

Hey guys and dolls.

I've run 3 sessions of edge of the empire at my local club now and things are going pretty good. Got 5 players which for me is an ideal number (3-5). And I've been thinking about expanding the sessions. At the moment each sessions is sort of a bunch of connected one offs but with a story arc that will end soon. However I don't want it to just end there. So while I'm writing a follow up I think maybe 1 or 2 source books might be helpful to get some extra materials to expand a little.

If you guys (and dolls) were to recommend a couple of source books what would they be? Preferably edge of the empire, although I do also have the AoR core book with one pc being a sort of rebel contact in the group of misfits.

Honestly, without sounding like a shill, they're all good. Which one is "best" would depend greatly on your overall campaign. Setting aside the career sourcebooks for a moment, you've got Suns of Fortune, which is a Corellian space sourcebook, and Lords of Nal Hutta, the Hutt space sourcebook, both of which have information and hooks respective to their locales.

If you're wanting something to quickly fill sessions as you get your "second season" ironed out, you may want to look at the adventure modules.

Beyond the Rim will put them in a race to find a long-lost Separatist ship.

Jewel of Yavin is kind of a heist caper on Cloud City.

Mask of the Pirate Queen will send them after a mysterious pirate leader with a price on her head.

Or raid all the books to come up with your own stuff.

What sort of flavor and aims does your group have?

Depends on what you are looking for.

For story building content, the location books are pretty good, as they include detailed descriptions of a number of locations as well as a number of modular encounters which are pretty nice, and a variety of new adversaries. Player options (gear, etc) is usually pretty diverse (Nexus of Power has less, but includes some neat melee weapons). I would recommend buying all the location books even to groups who prefer to stick with one game, as the material can be pretty useful to GMs regardless of what game they are using. Although if you already have a large knowledge of Star Wars lore, this might not be as useful.

On the other hand, the career books offer the players more avenues to develop their character, and sometimes offer campaign/adventure ideas angled for that career, as well as expanded rules for certain things, depending on the book. Player options are up and down the scale, and are designed depending on the career, so YMMV.

And then the aforementioned adventure modules.

Hutt book, love it.

I've personally gotten the most use out of Lords of Nal Hutta and Fly Casual, but as others have said, they're all really good!

I've found Suns of Fortune to be a great resource. The planet summaries (even the short ones for minor worlds) are full of tidbits that an imaginative GM can flesh out into useful and fun adventures, or players can use to flesh out characters. I've heard similar things about Lords of Nal Hutta but I don't have that book. Those two books may be a great help making your setting feel real and interesting, and may be more useful to you than the career books, but don't overlook the career books because each one has some interesting stuff as well.

I write all of my own stories from scratch, so the adventure books aren't of much use to me. (That said, they do contain some scenarios that can be used in a modular fashion -- so YMMV.)

The character splat books are all great. Recommended without reservation. The consensus is that Fly Casual is the most useful, but I probably use Dangerous Covenants the most (the classes and the gear are all top-notch).

For the sector/region splat books, Nal Hutta is awesome. Get it.

Its probably outside the scope of your campaign now, but nexus of power has a world called Wiek, which is a world out in wild space that is really difficult to reach, that a long time ago a colony ship that had gone badly off course crash lands on. They have lost the means of making technology and have just recently got to the point where sail ships are now able to move between the various settlements. Technology is still there but rare and in the realms of fantastical.

Makes an excellent campaign world but no has starships. It has great potential if you ask me.

I'd recommend

EotE: Dangerous Covenants because of specs and gear (my favorite spec in the game, Demolitionist is in there, initially I dismissed it because of the name, but later I took a look at it's mechanics and loved it, even though the "big bang" talents hold little interest for me)

EotE: Lords of Nal Hutta (awesome in so many ways)

EotE: Fly Casual: good ships and gear, and a gunslinger with a grudge makes for an awesome NPC to die in an quick draw showdown (I played an mp3 of the theme song to "the good the bad and the ugly" and paraphrased dialog from "dirty harry" when I ran that session)

EotE: Special Modifications because of crafting everything but armor, and a lot of new cool ship attachments

FaD: Keeping the peace because crafting armor, but you may want to hold off on this because I expect the armor crafting rules to be reprinted in the bounty hunter book, perhaps with updates (I'm personally hoping that the Bounty Hunter book's armor crafting rules will feature either a new upgrade, or a new option added to "special embellishments", called "banal" which can only be applied to reinforced clothing and grants one rank of the indistinguishable talent, this basically replicates "banal apparel" from AoR:Desparate Allies)

Age of Rebellion Core Book: 6 new careers and 17 new specs for you, well maybe less if you have some other EotE splat books, yes I realize that slicer, scout, and pilot are repeated but you also get universal specializations recruit and force sensitive emergent. The consular class cruiser makes for a decent large party ship, you can get a deck plan off of the colonial chrome website and a wotc starship mini called "republic cruiser" (hey I like minis and maps), then there's x-wings in it.

AoR: Stay on Target: your hot shot pilots might want to pick up the "hot shot" spec, the rigger spec is awesome for tricking out your ship, and some pretty nifty gear like the wing commander armored flight suit (much better than the one in suns of fortune) and the dragoon cavalry blaster which costs 1900 credits (in my opinion the second best blaster pistol in the game, the best is the nova viper [i think a little less 5000 credits] from fly casual, but with the crafting rules in special modifications a maxed out techy type who is patient can build an even better blaster pistol... a "nova viper" more ranks of accurate, more ranks of pierce, and I think more harpoints)

If you want a good starting blaster pistol (a good first session reward) I recommend the Relby K-23 page 40 something of EotE:jewel of yavin under the wing guard stat block, no price listed in the book but if you did want them to be able to buy one rather than steal one, OggDude's character generator lists a price of 600 credits and if you were to apply the special modifications pricing rules to a base "commercial" cost of a blaster pistol 400 credits it would be priced at 560 credits.

EotE:Far Horizon's is one I like... I love one of my player's Colonist:marshal cross spec'd to sharpshooter (from the Aor corebook) as a lawman gunslinger, and it's also got the Kamperdine armored tailored jacket, whose flavor is awesome (it's the marshal gunslinger's calling card, it's how the who's who of the galacting underworld can recognize the duros gunslinger bounty hunter wearing the kamperdine armored tailored jacket as "Thad Bane" [you may have heard of his infamous uncle Cad Bane who shot down his father]) and it has decent stats (soak 2 plus effectively a few copies of "special embellishments" which by special modifications crafting RAW can only be added once)

If you have force sensitive characters who want to get their hands on a lightsaber, the Force and Destiny core book is a must... the "basic lightsaber" stats are much better balanced than the (must have been fully tricked out) lightsaber stats given in EotE and AoR. also it has "knight level" character creation rules (150 earned xp [i.e. it can't be spent on attributes] and 9000 extra credits)

I have a soft spot for EotE:Enter the Unknown... mostly for the "discovery" motivation (discover:self for a character with amnesia... I'm a big Jason Bourne fan), it also has the E-9 explorer which looks super cool and you can find a deck plan for online... someone out there modified the one on colonial chrome and I prefer the modified version to the one on colonial chrome.

so most of the career books are pretty cool, the one I was most underwhelmed by is AoR:lead by example... if you want to do mass combat then it's a must buy otherwise it's kind of "meh" in my opinion

It depends on what specs your players have and where your campaign is set. All other things being equal I'd spring for Fly Casual and Special Modifications in particular, and if your campaign goes anywhere near Hutt space or involves Hutts in any way then Lords of Nal Hutta is a good investment.

I can't really add anything that hasn't already been said. I have managed to get all the splatbooks for Edge so far (I live in the UK) and they're all good. F/C is the one that's had the most use so far at the table, but that could easily change now that S/M has been released.

Savage Spirits has a decent spread of Beasties and with a bit of work each creature can be downgraded to a Minion or upgraded to a Nemesis for those times you need a SW Beastie scene,,,, tbh there are beasties spread over quite a few books.

LoNH and SoF are great sector source books,,, and NoP gives a few good Force Sensitive options if running a core Edge campaign.

I've blown my 'Monthly Gaming Budget' on getting the books ASAP because the UK supply dries up VERY quickly, then you have to fork out for shipping from the US otherwise :(

My advice: Buy them all ASAP, they're all good :lol: (well for Edge and F&D, I can't add about AoR coz it doesn't really interest me)

Edited by ExpandingUniverse

If you are on a budget then picking up the star wars essential guides 2nd hand off amazon is a good way to go.

I've decided I'm prioritizing Lords of Nal Hutta and Fly Casual. There's a good chance that season 2 is going to involve the Hutts alot more but I also want the ships and such from Fly Casual. Next it will be Special Modifications and maybe Sons of Fortune. but that will be in a month or so.

I'd like to thank you guys and dolls for your input in this. :)

Edited by Spartan Dude

If you guys (and dolls) were to recommend a couple of source books what would they be? Preferably edge of the empire, although I do also have the AoR core book with one pc being a sort of rebel contact in the group of misfits.

e29360fbcf4cc224958f9c77006bdb8b7c8625bb

I'd recommend

EotE:Far Horizon's is one I like... I love one of my player's Colonist:marshal cross spec'd to sharpshooter (from the Aor corebook) as a lawman gunslinger, and it's also got the Kamperdine armored tailored jacket, whose flavor is awesome (it's the marshal gunslinger's calling card, it's how the who's who of the galacting underworld can recognize the duros gunslinger bounty hunter wearing the kamperdine armored tailored jacket as "Thad Bane" [you may have heard of his infamous uncle Cad Bane who shot down his father]) and it has decent stats (soak 2 plus effectively a few copies of "special embellishments" which by special modifications crafting RAW can only be added once)

After reading that paragraph I swear my brain burped, and I thought "It's like Matthew Quigley in outer space..." Now I have to make such a character...

If you guys (and dolls) were to recommend a couple of source books what would they be? Preferably edge of the empire, although I do also have the AoR core book with one pc being a sort of rebel contact in the group of misfits.

e29360fbcf4cc224958f9c77006bdb8b7c8625bb

This image flashes on my retinae every time FFG releases a new Star Wars book...

I'd recommend

EotE:Far Horizon's is one I like... I love one of my player's Colonist:marshal cross spec'd to sharpshooter (from the Aor corebook) as a lawman gunslinger, and it's also got the Kamperdine armored tailored jacket, whose flavor is awesome (it's the marshal gunslinger's calling card, it's how the who's who of the galacting underworld can recognize the duros gunslinger bounty hunter wearing the kamperdine armored tailored jacket as "Thad Bane" [you may have heard of his infamous uncle Cad Bane who shot down his father]) and it has decent stats (soak 2 plus effectively a few copies of "special embellishments" which by special modifications crafting RAW can only be added once)

After reading that paragraph I swear my brain burped, and I thought "It's like Matthew Quigley in outer space..." Now I have to make such a character...

I had to look up Matthew Quigley... there are some similarities... glad you like it