I just started playing this games with family and friends last Saturday, Once we complete the Beginner Adventure, What is the recommended play order for other Adventures? How many are available? I am a first time Game Master I would also like some tips and tricks if anyone has any. Thanks in advance!
Beginner Here, need advice
Hey, how's it goin'? Welcome to the community.
I apologize in advance, as I am not going to be able to help you much RE: pre-made adventures (how many, what order, etc.), as my table just doesn't use much pre-generated adventure content, opting instead for custom storylines. However, I can probably give you a couple of tips RE: GMing.
First tip; don't get caught up for too long reconciling Advantages/Threats. They are important tactical and storytelling tools, but early on in play, just become familiar with the primary ways to use them:
1. Inflict a Critical or Weapon Feature or Talent
2. Recover/Suffer Strain
3. Gain maneuver (you or Enemy)
4. Hand out Boost/Setback dice to Allies/Enemies
... and learn about/work the more nuanced things in as you go. Otherwise they can really slow down what is potentially a very quick-playing system. This was a speed bump for my table early on.
A lot of people/GMs (especially coming from more binary systems) have trouble reconciling in their head how someone can fail at their action, but still have a positive outcome (no Successes rolled, but net Advantages are rolled), and as a result can lead to awkward or less narration of the game. This system is meant to be narrative facing, and often our table has found that the best explanation for these circumstances is something like the following:
PC: I failed, but have 2 advantages! I want to give him a Setback.
GM: Okay, your blaster bolt whizzes by his head, but his reflexive duck has put him off balance! Who's next!
Basically focusing on the reactions of the target or the environment to the roll. They're reacting to being shot at, they're finding and losing openings, they're causing distractions, they're being discouraged or encouraged by a good/bad shot, so on... Just little things, but things that will bring the feel of the mechanics to life - yet not force you to create ridiculous scenarios every time there is a "weird" roll.
Second(-ish) tip; use the narrative flexibility of the mechanics to your advantage as a storyteller. Primarily here I'm thinking about Range Bands. Say you're outdoors, and the way you're envisioning it, short range is maybe 10m, medium works out to maybe 25m, and so on long is 150, out to extreme maybe 500 m away? Two scenes later they're indoors, in a laboratory area. Well now that short might be 5-7 m, medium is what would only be 15m, and long is "anything out in the hallway" - which is never further than maybe 30m at most, but that's what makes the battle have appropriate flow and focus, so it's what you do. Maybe this increments are due to lab equipment, tables and vats, making things more complex in shorter distance, maybe it's just because you want to have pressure coming from that hall but not much damage. Doesn't matter, do what is best for your story.
Guess that's about it for now, I'm sure many others will have good tips for you too.
The PDF Long Arm of the Hutt is the direct follow-up to the beginner game, if you haven't already played it. The rest of the adventures are designed to be independent-yet-capable of being linked together.
Personally, though, the Edge of the Empire adventures are the most annoying to link together, at least in a vacuum. The best way is to consider the PCs' obligations, find a common element, and tie them together based on that.
The adventures are:
- Beginner Game
- Long Arm of the Hutt -- free PDF follow-up adventure to the Beginner Game
- Trouble Brewing -- adventure found in the Core Rulebook
- Debts to Pay -- adventure found in the Game Master's kit
- Crates of Krayts -- adventure found in the Beta (good luck finding it!)
- Shadows of a Black Sun/Under a Black Sun -- a free stand-alone PDF adventure (different names, same adventure)
- Beyond the Rim, The Jewel of Yavin, and Mask of the Pirate Queen -- the three adventure modules
And then there are the adventures from Age of Rebellion and Force and Destiny. I haven't sat down and linked the Age adventures, but the Force and Destiny adventures are easy to link together.
Beginner Game
Long arm of the Hutt add in card game where players win The mine in Debts to pay.
Crates of Krayts to pay back Hutt for ending of long arm of the hutt.
Shadows of the Black Sun to work off threat from Black Sun you crossed in Crates of Krayts
The Jewel of Yavin as a bonus for helping the Black sun in Shadows of Black sun.
Beyond the Rim to help out Lando from fallout of Jewel of Yavin.
Mask of the Pirate Queen as a bonus for your work in Beyond the rim
I feel like he might be talking about the Force and Destiny Beginner game, not Edge of the Empire.
There's still a free adventure for download, though I forget it's name. There's also an adventure in the Core Rulebook and one in the Game Master's Kit that work well as a 2 part adventure, plus one full sized adventure, Chronicles of the Gatekeeper. If you're like my party, it'll probably take 3-5 sessions to even finish the free adventure. I'm at work, so I can't take too much time on GM tips, but the GM chapter in the core book is pretty good, plus there are plenty of people here that can help. My main piece of advice is to give out plenty of setback dice; three are tons of talents and gear that can remove setbacks, which do nothing for your players unless you use them.
I feel like he might be talking about the Force and Destiny Beginner game, not Edge of the Empire.
Yeah... duh. I don't know why I thought it was the Edge forum.
For Force and Destiny, there's not much. The GM screen, the adventure in the Beta, the adventure in the core book and the one Canned Game. Oh, and those mini games in the Nexus of Power, but those require work to get ready to run.
Since you posted this (initially) in the Force and Destiny RPG forum, I gather how you seek advice for that system. It's the favorite of mine, while many GMs intend to be inclusive.
To date, the only "real" adventure BOOK is "Chronicles of the Gatekeeper." Although I loves me my Star Wars FaD, I suggest passing on this adventure for now, for many reasons. The first of which is it requires ANOTHER holocron, making them seem almost too common (note: the adventure in the Core Rulebook ALSO uses a holocron, so with just three adventures (Core Rule Book, GM Kit, and a published adventure book), two NEED a holocron).
I cannot spend your money. However, I suggest buying any number of Adversary Decks, and using these reference cards to formulate episodic, non-linear encounters until everyone (especially you) feels comfortable with new dice. The decks save time flipping though pages, have all referenced information needed on each card, have visual reinforcement of the encounter, and each deck works thematically to provide what/where/who you want or need. Yeah, there's a 'droid' in the Scum and Villainy deck, but it's an ASSASSIN droid, so it fits, whereas a protocol droid is in a differently themed deck. With less than $10 USD, you've got a mini-adventure complete with visual aids (although, you may want to sleeve the cards with a protector to hide the statistical information below the card image), and enough inspiration to guide a small set of encounters for the evening. Let's face it- new players or new GMs need the 1st session to help everyone learn the dice and flow of a Star Wars narrative dice game. Use the cards, trust your instincts, and feel the Force.
Hope this helps!