Published adventures too short?

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

My first official cry at 18 years old...

Wait, wait - hold up. Weren't you just 16 and not able to watch Robocop just a little bit ago? What the hell!

She was...then she had a boyfriend...now she is 18...and we are apparently old fogies...

My first official cry at 18 years old...

Wait, wait - hold up. Weren't you just 16 and not able to watch Robocop just a little bit ago? What the hell!

She was...then she had a boyfriend...now she is 18...and we are apparently old fogies...

No one's old. We're all playing make believe in a land of knights, princesses, wizards and magic! How can any of us be old?

Except that boyfriend. He's old. Used up. Replaced.

But ikr! Can't believe how much growing up went on since I got here! Which is, "Not much!" I still feel the same! I definitely haven't woken up on any particular morning with more adult thoughts suddenly filling my mind.

So no crying Indian getting hit with trash allowed! Well... he's allowed but his tears aren't! Neither is his trash. The 70s must have been weird.

So you left a used up husk....like a proper black widow :)

Don't worry if you haven't grown up by 40 you don't have to.

Ok - I can see I was not thinking correctly about these adventures. My follow on question would then be...

Are they releasing adventure chapters too slowly? For GMs without time or motivation to create your own content, are you worried about getting stranded with no new chapter available to run?

I wonder if the desire to put new vehicles, gear, and species (if only in small amounts) delays the release of adventures. Things like that need to be weighed for balance issues and vetted because they potentially affect the entire line. Introduce a mini rocket-launching pistol and now the FFG Star Wars universe has mini rocket-launching pistols in it. If those things blow up when you try to deflect them with a lightsaber then you now have a new Jedi killing tool anyone can own.

(Just an example of why you don't just add stuff casually.)

On the other hand, if they don't add that kind of stuff people may be less likely to buy the adventures, and if nobody buys them then FFG will stop making them. It's better that they be released slowly than never.

This is one area that I'd embrace fan-made materials heavily. I'd be a bit wary of gear and species because it's possible (even likely) that the stuff released later will contradict it. But adventures should be fine.

Ok - I can see I was not thinking correctly about these adventures. My follow on question would then be...

Are they releasing adventure chapters too slowly? For GMs without time or motivation to create your own content, are you worried about getting stranded with no new chapter available to run?

I don't think we NEED lots of published adventures. FFG has given us a lot of tools for us to pick up the mantle ourselves.

Have you ever bought an Adversary Deck for about six dollars? These are FAR cheaper than a published adventure and requires very little time to use.

I agree with Brad here. There is also a wealth of SW RPG materials from the past 30 years spread across a number of different systems, but all easily convertible to FFG's system. In fact, combining with the adversary decks or using the generic minion chapter from the CRB, you can really do it all on the fly.

Ok - I can see I was not thinking correctly about these adventures. My follow on question would then be...

Are they releasing adventure chapters too slowly? For GMs without time or motivation to create your own content, are you worried about getting stranded with no new chapter available to run?

Too slowly is a matter of perspective. Like I said in my earlier post, if you're short on time this is not a good system for you. The truth of the matter is that they aren't going to release adventures on a scale that is comparable to other games like D&D and Pathfinder. For GM's who thrive on published adventures this is a bad thing. Most of the playerbase wants Career books right now, so the focus from FFG has been on that. What happens after they finish the Career splats is anyone's guess but we are a year or two away from that. We may see one or two adventures a year but until those splats are done I wouldn't expect much more.So for people who are mostly wanting the Career books FFG's rate of adventures isn't all that slow. What is slow for them is the release of the Bounty Hunter book.

I mean I get loving Star Wars and all and wanting to play but the realities of this system is that their focus at present isn't on adventures. If you're the type that strives on published adventures you're not going to be happy with FFG's current publishing rate.

The only alternative (if you wish to continue using FFG's Star Wars) is making use of fan created adventures or fan updates of old D6 adventures. Or updating older adventures yourself. But i do not recommend hanging your hopes on FFG to come through for you on the adventure front.

Yep makes sense. Still a bit disappointing though. I do have http://gamerati.com/rpg-review-eureka-501-adventure-plots-to-inspire-game-masters/ which has a bunch of ideas for SF plots (though I find many of them a bit too rigidly adhering to the story concepts they use as a framework. I would have preferred that they went with adventure tropes and provided a variety of plot skeletons under each trope: heist, rescue, smuggling op, infiltration etc.)

And there are lots of sources for story ideas. Many are linked from the “Compiled Resources List” thread at https://community.fantasyflightgames.com/topic/85616-compiled-resources-list/ .

check out star wars adventures.com. 140 character story ideas. hundreds of them. Have the adversary cards a story idea from star wars adventures and run.

And there are lots of sources for story ideas. Many are linked from the “Compiled Resources List” thread at https://community.fantasyflightgames.com/topic/85616-compiled-resources-list/ .

Also, a thing to note is amount of work EotE/AoR/FaD adventure takes to prep from zero, which is very small. Last time we played, PCs run through the beginner box faster than I anticipated, and after the game, at evening, I took 30 minutes plan out the next session (our sessions tend to be 12 hours or so), and it went fabulously well). My notes were something like: "Where ever PCs go, they get two hints (1) their nemesis has ordered a weapon shipment from planet X, and 2) is hiring a mercenary team from planet Y), which they can follow." Rest was improvised on the spot. I don't know how well this style works for longer campaigns, but it was good for this one weekend.

Also, I love the SWAdventure twitter, which Daeglan referred. ( https://twitter.com/swrpgadventures ) Few weeks ago I copy pasted all their ideas to a text file, for my own offline use. This is first major rpg system I have ever used in which adventure (or even campaign) can really be succesfully played based on information in one tweet. Some day a character of mine will inherit a haunted spaceship, if he can spend a night there.

I was looking into that and it encouraged me to do some googling, which turned up this: http://www222.pair.com/sjohn/blueroom/plots.htm which is very close to the thing I was thinking of. There's a lot of fun plot skeletons in there!

I was looking into that and it encouraged me to do some googling, which turned up this: http://www222.pair.com/sjohn/blueroom/plots.htm which is very close to the thing I was thinking of. There's a lot of fun plot skeletons in there!

Funnily enough the adventure I am currently crafting is an abandoned ship that my players need to get through "Jurassic Park" style. An ancient science vessel with a huge biodome that got lost in orbit of a pulsar. When they arrive they need parts from stores @ the other end of the ship. As they go to the stores the creatures are friendly, however as they are in stores the pulsars radiation switches and they become ravening monsters. Only way back through is through that jungle!