Hi everyone
I whant my group to run Chronicles of the Gatekeeper; however there are a couple of problems:
a) the group is around 500 xp (around 480 now, and we got 1-2 session left before starting CoG)
b) there are only 1 Jedi (consular/niman). The other ones are an Ace (driver/hotshot), a Spy (infiltrator), a Technician (outlaw/scientist) and a Smuggler (scoundrel/pilot)
They all are an established Rebel squad (with a couple of outsider) and they are hunting (1) some 4.000 year old holo-diaries from Sith-Repubblic war, so i guess the Gatekeeper is a good choice to
a) give a more Jedi-centric quest in a group where the Jedi is a bit more than a weird-looking laser-sword fighter
b) show them the consequencies of Jedi teaching gone wrong (and thus pushing them into finding those forgotten holo-diaries before someone else does)
c) let them see there are something else than just Empire vs Rebellion mission
d) introducing the Force and Jedi teaching (one of PC is interested in an artisan specialisation sooner or later)
e) maybe let them found one of those holo-diary
So... what could/should i do to adapt the adventure to my group?
we are playing AoR but i got a rough mix of several book from different line
I did'nt completely read the book so far, just the introduction, but my concern at the moment are
- the Jedi is a 70-ish morality but the other are more... rogueish... and thus morality concern are not stopping them or forcing them doing something
- some of them could find Jedi-ish motivation boring and lacking what will push them through the adventure
- they can tap on some resources (the Rebellion) standard FaD chars could not
- some adversaries could be too much for not Jedi... or too easy for 500+ px chars