I'm a pretty avid d&d player but ive been interested in force and Destiny so I bought the beginner set and we had fun with it So I want to expand. Aside from the game master kit and the core rule book what are the essentials I need to get a campaign started and PCs created?
Edited by B1g57uphForce and Destiny beginner essentials.
On 4/23/2017 at 11:49 AM, B1g57uph said:I'm a pretty avid d&d player but ive been interested in force and Destiny so I bought the beginner set and we had fun with it So I want to expand. Aside from the game master kit and the core rule book what are the essentials I need to get a campaign started and PCs created?
That's pretty much it. It really depends on what kind of game you wanna play, though. The CRB has everything you need to run a game, and the GM Kit give you some added goodies (as well as the GM screen, helpful for when you need some rules at your fingertips).
If you play D&D a lot, then you may have helpful knowledge as to how to run a RPG (or you might have picked up some bad habits along the way...lol). So you might well have a good idea as to what kind of game you like playing/running, and what sort of elements you like in your games.
If you want to play an all-Force-user campaign, FaD will get you there. But if you want to run a group that are dutiful members of the Rebels Alliance, you might want to also look into Age of Rebellion. Or if you have a crew of freighter tramps that have ties to the criminal underworld, then Edge of the Empire might be of interest to you. Also, any and all of the setting & career books (from FaD, AoR, or EotE) can be used to augment your campaign.
The game is very modular. You could encourage your players to buy at least the splatbook for their career so that they are aware of what options they have. You could pick up one of the published adventures to run if you're into that sort of thing, either running it as laid out or just mining it for ideas.
But seriously, you already have everything you need to run a full, fun game.
Thanks for the info. I'll see what I can do with it and save up for expanded material
If you're GMing and really serious... get the 6 Adversary Decks FFG publishes. You'll have over 100 NPC cards for NPC's you might need in your game at any time with complete stats. Then, sleeve them... and you can use dry-erase and write wounds and strain on them... it's great. Best bargain that FFG has contributed to the system so far!
They can be found:
https://www.fantasyflightgames.com/en/news/2016/6/23/populate-your-galaxy/
They're cheap too... about $6 a piece. They contain like 80-90% of the NPC's in all three core books.
Also if your players want to play other types of people, not just force guys, you might expand and use Edge of the Empire and Age of Rebellion. The three games are IDENTICAL and easily used together. Just consider them expansions.
Edited by scotter23Awesome. I'll check out the cards Definitely. If I cant use them I know people who can. Thanks for the info
Additionally, the Beginner Box, the downloadable companion adventure, the adventure in the back of the core rulebook, and the one in the GM kit can all be easily combined into a sort of mini-campaign. It's a good way to introduce people to the system, get some XP, and see what an adventure looks & feels like in this system.
You can find the companion adventure on the Beginner Box product page.
21 hours ago, B1g57uph said:Awesome. I'll check out the cards Definitely. If I cant use them I know people who can. Thanks for the info
The cards make it easy because it's one less thing you have to do in prep, and this game is already CRAZY prep-light. It's my favorite thing about the system. And they have pretty art
I don't use them because I have a very limited gaming budget and I don't mind just jotting info down on a piece of paper, or looking up enemies stats when I need them, but I can definitely appreciate their obvious usefulness.
58 minutes ago, awayputurwpn said:The cards make it easy because it's one less thing you have to do in prep, and this game is already CRAZY prep-light. It's my favorite thing about the system. And they have pretty art
I don't use them because I have a very limited gaming budget and I don't mind just jotting info down on a piece of paper, or looking up enemies stats when I need them, but I can definitely appreciate their obvious usefulness.
Yes, I love the cards, they are great for quick GMing. You don't have to flip through books, for stat blocks on npc's you toss into an encounter. And you can easily use the stats for "Random group of Thugs with blasters" in your other encounter where it's a "random group of Natives with bow and arrows". You don't have to write out stats for all the different groups, just use the blocks already there, and call them a different name.
Just like in real action movies, where they use the same stunt workers in the same action scene, and just toss a wig on them and a false beard, and then have them come in from the other side again. Seriously, the guys who made John Wick did this. They had like 10 stunt guys, but fight scenes where Wick kills like 30+ people. So, they would stick a beard on a guy, and a bandanna, let Wick kill the guy, then he crawls off screen, takes off the beard and bandanna, and now he looks like a shaved head thug, with no recognizable traits to the guy they killed 45 seconds ago.
The cards let you do stuff exactly like that. It's VERY handy. Also useful when your players throw a curve ball,and you suddenly need a low level diplomat flunky to talk to.
Based on personal experience I'd say first and formost are three key things you'd want to start with, the game dice, core book, and desired module book to at least get started into the game. I myself am very new to F&D as it is myself and am looking into buying it with the Endless Vigil and Nexus of Power sourcebooks along with the dice. according to some friends who play it however it is adaptable to other dice sets, as D10s are listed in the game core book so if you can get a bunch of D10 dice that's great.
At this moment I personally play Rogue Trader with a shot of Red Dwarf to add humor into the world I make.
After these three things, Dice, Core Rules, and desired module/sourcebooks knowledge of the universe is also very helpful too. {I recommend Wookieepedia!}
Good luck
Go take a look at all those nice rule and adventure supplements. Then empty your wallet.
To be srs, core book for sure, if you want more dice I'd be tempted to suggest another beginner kit, I also would seriously consider the additional rule supplements for the specific system you're using because (seems more so with Jedi) there's just plain more cool stuff to use in them. I personally have branched off into both other systems for varying reasons, Special Modifications (Edge) allows creation of nearly any non-ship item. There's an AOR book in development which allows ship creation, and Endless Vigil and the F&D GM kit have light saber making rules in them. Keeping the Peace has armor making rules in it.