EotE Career Supplements

By Imperial Stormtrooper, in Star Wars: Edge of the Empire RPG

With No Disintegrations out now, this seems like a good time to ask. My group currently mainly uses AoR, but the personalities and my prior knowledge of them makes me quite sure that they'll want to switch to either a mix of the two or pure EotE. So I was wondering what career supplements your groups have used the most. Basically what books get the most use by everyone irrespective of the player's careers.

Fly Casual and Far Horizons will have the most to offer. These books focus on areas basically untouched by AoR and will provide the best GM and PC resources. Special Modifications is also fantastic for the huge array of tech and crafting options if your group wants to get into that. Depending on where you want to play in the galaxy Lords of Nal Hutta, Suns of Fortune, Jewel of Yavin and Beyond the Rim are also great resources for a GM.

"Dangerous Covenants" - I have two players who are Hired Guns. Good if you have a lot of combat focused characters looking to boost up.

"Fly Casual" - I have two Scoundrels; one pilot and one Doctor/Gunslinger. Another good addition for pilots and combatants to branch out.

"Far Horizons" - Between my Doctor and a Politico, we get some use out of this book too, especially the Homestead rules.

I own "Special Modifications" but we haven't dipped into it much.

I don't have "Enter the Unknown" or "No Disintegrations" yet, but my group has no Bounty Hunters and our Explorer immediately dipped into Force Sensitive Emergent and is heading toward FaD specs now.

I agree with @Richardbuxton. From the GM's side, "Lords of Nal Hutta" and "Suns of Fortune" are indispensable.

They all get pawed over for gear. Dangerous Covenants is pretty go to for explosives.

I see Spec Mods spooling up as they've been enjoying crafting things, and I'm particularly happy with how they're using crafting. They made a field cyber prosthetic limb out of scavenged parts from their ship because the Engineer/Mechanic lost a leg. They aren't using it to just be min/max-bots that craft piles of +20 boomsticks in between sessions...

Edited by 2P51

The only reason i wouldn't get DC or ND straight away is because coming from AoR combat has probably been a big thing already and you probably have the Soldier book there to start with.

The other book that could be great initially is Enter the Unknown, it goes into exploration a lot and is fantastic for that style of adventure. So pick the campaign style you want: Underworld smuggling (Fly Casual), Colonising and legitimate edge dwellers (Far Horizons), or Exploration (Enter the Unknown). Those books have an absolute treasure trove of information for GM's to use in crafting a campaign, and the specialisations in each are rather unique and interesting (Gambler, Charmer, Archeologist, Entrepreneur and Marshal are standouts)

Thanks for the help everyone.

Colonist, Smuggler, and Technician have been the most popular career choices in my game so their corresponding career books have been the go-to.