All-Seeker Party BEST in 'Beyond the Rim?'

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

This evening, I visited my local comic book/RPG shop. Knowing my affection for Seekers, a GM asked my thoughts about his new campaign using 'Beyond the Rim.' He asked if an all-Seeker party would work for this adventure. At first glance, I was surprised to think about the career and specializations. For example, we can include:

Executioner, for (long) ranged combat;

Hermit, for two +1 Force rating talents and bonded animal companion;

Navigators, with suitable Piloting and Astrogation skills and talents;

Ataru Striker, with Agile lightsaber talents;

Hunters, who do similar work as other careers without collecting bounties; and

Pathfinders, with Medicine skills, an animal companion, and who steps out of any fantasy RPG Ranger sourcebook.

Aside from lacking obvious cybernetic interest or skills, I think these specializations make use of the adventure as written.

Have I missed anything or steered my fellow GM in the wrong direction? Any recommendations?

hile I think almost any combination of careers and species can participate in any published adventures, the spoilers of this far away space adventure with unique adversaries may be the best showcase for the Seekers, even outside of the Edge of Empire product line.

This really only applies to the middle third of the module. The others have a considerable reliance on social skills, among other things.

In my humble opinion, whenever you go a long way out from civilization it is prudent to bring a mechanic, in case something unfriendly happens to your vehicle of choice. You don't want to start your own little hermit enclave simply due to lack of transportation.

In my humble opinion, whenever you go a long way out from civilization it is prudent to bring a mechanic, in case something unfriendly happens to your vehicle of choice. You don't want to start your own little hermit enclave simply due to lack of transportation.

This is a cogent point. However, I'd argue that a good GM would provide alternatives if something happened that might eventually lead to the group becoming unintentional hermits.

Bring an Astromech Droid for the Mechanical bits, but in any case if your PCs aren't min-maxed and have a diverse set of Skills they should be able to get through fine. If it's all combat beasts you'll miss out on a fair bit of the fun.