New GM Needing Adventure Help

By BrowneePoints, in Game Masters

Hey y'all! New GM here(experienced with other games) looking to start up a campaign with friends, who are also new to the system. I was going to do a homebrew campaign but since this is my first time GMing a campaign of any kind period, I decided I would use an adventure instead. Do you guys have any suggestions as to good adventures to start with that won't cause me or the players undue headache with difficulty/complexity?
My only rules for the campaign is as follows:
-All races from all books allowed
-Only EoE core is going to be used for rules/mechanics.

Can anyone help a newb GM out?

I would strongly suggest starting with one of the Beginner Boxes, playing with the pregenerated characters, using the rules as written.

Once you’ve done one or two of those, you and your players will have a much better idea of what kind of game you want to play in, and then you can start looking in more depth into the appropriate books, etc….

IMO, this is a game that is best learned by actually playing it, and in a structured way.

Read the rules thoroughly (I've missed a number of things that made the game flow and play better) and understand that the system can handle a bit of fast and loose play (round length is subjective).

On 2/16/2017 at 9:50 PM, BrowneePoints said:

Hey y'all! New GM here(experienced with other games) looking to start up a campaign with friends, who are also new to the system. I was going to do a homebrew campaign but since this is my first time GMing a campaign of any kind period, I decided I would use an adventure instead. Do you guys have any suggestions as to good adventures to start with that won't cause me or the players undue headache with difficulty/complexity?
My only rules for the campaign is as follows:
-All races from all books allowed
-Only EoE core is going to be used for rules/mechanics.

Can anyone help a newb GM out?

Set up some test rolls of various kinds for yourself and actually set up dice pools and roll them. I know my eyes glaze over if I read too much at once so it's better sometimes to just pull out the dice and set up a test scenario yourself and roll it. Once you start that you'll have a better nuts and bolts grasp of how it works.

Feel free to ask questions here, people post replies promptly typically.

I started with the Edge of the Empire core rule book for my game and we began with the beginner game box set. They ended up liking it so much we tossed the pre-made characters and finished out the second part of the adventure with their own PC's and that helped jump start the campaign. It will give you a good idea as where you can start, give you a few examples of scenarios you would likely run in to, and it's a really good jumping off point for a group that's just starting the system. Hope you have fun!

8 hours ago, 2P51 said:

Set up some test rolls of various kinds for yourself and actually set up dice pools and roll them. I know my eyes glaze over if I read too much at once so it's better sometimes to just pull out the dice and set up a test scenario yourself and roll it. Once you start that you'll have a better nuts and bolts grasp of how it works.

Feel free to ask questions here, people post replies promptly typically.

This. I've been playing with my young son, and tend to rely heavily on the narrative aspect of the game, only rolling dice for the more exciting checks. Ultimately, I had to sit down and create some dice pools, in order to truly begin to learn the system.

On 2/18/2017 at 10:22 AM, 2P51 said:

Set up some test rolls of various kinds for yourself and actually set up dice pools and roll them. I know my eyes glaze over if I read too much at once so it's better sometimes to just pull out the dice and set up a test scenario yourself and roll it. Once you start that you'll have a better nuts and bolts grasp of how it works.

Feel free to ask questions here, people post replies promptly typically.

oh no no, I understand how the mechanics work completely, and the two veteran players have a solid grasp.(I read the core front to back already, getting ready to do a 2nd reading.) the newer two are the ones that might struggle a little at first with the system, but they have both played white wolf games, so they know about modified dice pools. I just know that with the players I have the beginner set would leave them..unsatisfied, and I'm not experienced enough to run a full homebrew campaign yet. I was wondering if you had suggestions on which adventures would be good ones to start with.

The freebie Black Sun one is fun.

1 hour ago, 2P51 said:

The freebie Black Sun one is fun.

The "Under a Black Sun" adventure?

Yup.

Just now, 2P51 said:

Yup.

Thanks! I'll check it out

NP, njoy.

My gaming group has a living campaign that your group could be a part of if you're interested. All the adventures are pre-written and self contained although part of a larger story arc.

Beyond the Rim is the first full-length Edge adventure module and is easy to run. It's literally a treasure hunt.

I like most of The Jewel of Yavin but the middle section can be tricky for players who aren't used to party scenes . I felt like I needed to get out the cattle prods to get my players to interact with anyone.

I've decided to start with the adventure they give you in the core, and dovetail into Pirate Queen or BtR depending on how the first part ends.

2 hours ago, Concise Locket said:

I like most of The Jewel of Yavin but the middle section can be tricky for players who aren't used to party scenes . I felt like I needed to get out the cattle prods to get my players to interact with anyone.

If your group often suffers from Analysis Paralysis, or they don't often take the initiative in the story-making process, JoY may an exorcise in patience at best, or a waste of money at worst.

I started out my first group with a modified version of Debts to Pay from the GM Kit. "Modified" meaning I skipped the part about disgruntled Gamorreans and started with my own intro. It's a little on rails as adventures go, more about investigating than making big choices, but I tend to think that's good for a getting a group together. And it worked out really well. What should have been really straightforward went totally sideways and left me with a half dozen plot hooks for the future. They let the renegade droids go and gave them some money from the mine's funds on top of that. This group is really looking forward to meeting the droid rebels again.

18 hours ago, kaosoe said:

If your group often suffers from Analysis Paralysis, or they don't often take the initiative in the story-making process, JoY may an exorcise in patience at best, or a waste of money at worst.

Even though I don't run them, I still buy adventure modules for the gear, location, and NPC write-ups. I'll also strip out encounters and use them in my own adventures.