On a Deserted Island (with your playgroup)

By Guest, in Star Wars: Force and Destiny RPG

Hand-wave away all necessary living requirements, what FIVE SW RPG resources/products would you want with you and your playgroup on a deserted island? We will assume all paper, pencils, AND dice are available, as well as ONE Core Rulebook. Now, which CRB (or more?) and other resources would you want with you?

For me, I opt for the Force and Destiny CRB because I like Force Users.

I add, in no order...

* Savage Spirits, because of the Seeker career. I think this career is one of the most self-sufficient, with a broad range of niche skills.

* Stay on Target, for the rules for riding beasts and its collection of creatures (for Hermits and Pathfinders, as well as many hunted foes).

* Far Horizons, with its alternative starting options for homesteads and businesses. This book also has a wide variety of specializations and scenarios using these unique specializations in frontiers.

* Lords of Nal Hutta for its rich system information, species, and gear. This Outer Rim sector sourcebook also fits well with the players I will likely GM.

* Any Adversary Deck. Just gimmie one at random, and I'll make it work.

What do you pull from your backpack?

All 3 core books, broadest selection of stuff

Savage Spirits

Spec Mods (for the crafting rules mainly)

Suns of Fortune, I love the sector.

I don't have Nexus of Power, I suspect that it would replace SoF if I did.

I'd take the Age of Rebellion CRB. I'm not super into force users compared to other Star Wars archetypes, and I like Duty as a mechanic better than Obligation overall. When it comes down to it, I see Obligation, Duty, and Morality (in terms of emotional strengths/weaknesses, at least) primarily as ways for a player to let the GM know what kind of stories they want to see their character in, and I feel Duty does the best job of that.

For sourcebooks, these would be my 5:

  • Stay on Target: Has a great array of ships and vehicles to use, as well as helpful mechanics for adding spice to vehicle encounters.
  • Forged in Battle: I am currently obsessed with this book, partially because it is a new acquisition, but mainly because it adds a lot in terms of gear and resources for handling battlefields.
  • Desperate Allies: Great stuff for running social encounters, and some really interesting specs. Also: rules for rebel Bases as a group resource.
  • Special Modifications: For crafting sure, but also for slicing encounter rules, and a bunch of stuff that an Engineer character would probably be very keen on.
  • Fly Casual: Sure, it's a Smuggler sourcebook, but until we get a Spy book, it's the best source for the sort of equipment a covert team will want to get their hands on.
Edited by Kaigen

EotE core book for sure, because from there I'd make up my own Force rules. Then Fly Casual for the smuggling rules, and Far Horizons for the social encounter insights.