Required book

By Debbin52, in Game Masters

I am looking to start getting books to run a game but I am not sure which books, other than the main rule book, I should look into getting. Any suggestions would be great.

A core rulebook is a good place to start, although if you aren't sure you'll enjoy the game, try one of the beginner games. After that, it depends upon you and the players of the game. Career books are good for expanding player and character creation options, with extra rules, location books are good for story ideas and GM resources, adventure modules for game nights, etc.

The careers/specs are all available for PCs to look at from fan made stuff. That may guide your decisions to a large degree. Any of the CRBs will provide the core mechanics, although the style of campaign you intend to run should guide that. Until you play some and decide if it's for you all I wouldn't say anything more than a CRB is needed.

If your players are planning to do a lot of space travel and miscellaneous underworld stuff, Fly Casual and Lords of Nal Hutta are really nice. (The modular adventures in both LoNH and Suns of Fortune are GREAT.) If you want to throw some nice investigation adventures at them, No Disintegrations can be really helpful. Special Modifications gets a lot of use at my table, too- the players are really into their gear. However, if you're not yet sure where the game will go quite yet, my recommendation would be to stick with the core rule-book and just fudge the details for a while until you know which supplements will be most useful.

35 minutes ago, Superunknown said:

If your players are planning to do a lot of space travel and miscellaneous underworld stuff, Fly Casual and Lords of Nal Hutta are really nice. (The modular adventures in both LoNH and Suns of Fortune are GREAT.) If you want to throw some nice investigation adventures at them, No Disintegrations can be really helpful. Special Modifications gets a lot of use at my table, too- the players are really into their gear. However, if you're not yet sure where the game will go quite yet, my recommendation would be to stick with the core rule-book and just fudge the details for a while until you know which supplements will be most useful.

I don't mind buying a few extra books along with the core rule book. What would you consider to be a few "must haves" for both player and GM?

I suppose it's about what sort of game you want to play and what kind of support/material you want as a GM.

If you don't want a lot of extra rules and feel comfortable crafting adventures on your own, you only need a CRB. The pirate is right, you can get most or all of the specs from fan made materials (you might miss out on the full text of some Talents, which could be important in certain cases, but other than that...). You can get all the equipment and adversaries from OggDude's Character Creator (found in the "Another Character Creator" or "Another Character Generator" thread in the EotE forum). To start, that's all you should need.

Of course, the other books are helpful. Obviously, if you want ideas or pre-generated content, the adventures are good. I've heard good things about most of the EotE adventures. FaD's sole adventure at the moment might need a little work and requires you to ad-lib and fill in content as a GM, but it's pretty interesting. Both AoR adventures are pretty good, for the most part, though they can get a little rail-roaded and stupid, requiring some adaptation to run well. If you want to run your own campaign with your own material but you want ideas , each Career splatbook has heaps of advice on integrating characters, plot hooks, encounter ideas, and lore. Location books like Nexus of Power and Lords of Nal Hutta provide NPCs and locations as setpieces in what are otherwise you own stories.

The other reason to get the books is the optional rules additions they offer. Fly Casual has rules for quickdraw duels. Forged in Battle has pretty well done Advantage/Threat tables for diverse battlefields (nothing like the risk of a hull breach when fighting aboard a starship!), rules for quick fortifications, and a system whereby Critical Injuries can be turned into Talents. Special Modifications and Keeping the Peace have crafting rules. Far Horizons has rules for player-run homesteads and businesses. The list goes on. Each book tries to include some new rules or systems you can use; some are better than others, and certain sets of rules have broad appeal or use while others are more limited, but they're all interesting , and they give you decent ideas for running your own house rules or coming up with rulings on the spot where required, even if you don't use them.

Basically: other books are useful, having all three CRBs is useful, but all you need to have a great time is a single core book and some online resources.

7 minutes ago, Debbin52 said:

I don't mind buying a few extra books along with the core rule book. What would you consider to be a few "must haves" for both player and GM?

Really depends on the campaign style, although the Hutt sourcebook's my fav of them. The modular encounters are really nice and a couple provide a whole session easily. Have players look at what they want for a career in the specs that are all available and that will guide you on career books, which give you ideas for running session specific to the careers.

Oh, forgot the GM Kits! They have fun little adventures in them. I really love the one in the FaD Kit; I adapted it a bit, but it provided a neat framework for what ended up being a memorable session. Haven't played the others, but the seem neat enough. The extra rules are sometimes helpful; the EotE has... rules/advice on running memorable Nemeses? Been a while since I've read it. But AoR has the squad/squadron rules, which can be really fun, and FaD has a system for crafting Lightsabers. It's more basic than the options provided in Endless Vigil , but also more accessible, since players can use Mechanics or Knowledge (Lore), and the overall system is a bit easier to grasp.

Which books you want depends on the type of game you want to run. If you want to run a crime caper, smuggling, firefly-esque, Han Solo type adventure you should get Edge of The Empire. If you want a game about a small group of plucky rebels facing off against insurmountable odds à la Rogue One, then Age of Rebellion is your game. If you want a game all about the Force and Jedi, then Force & Destiny is your thing.

Depending on the type of game you want to run, pick up the core rulebook from that setting (if you feel like running something different later or expanding your campaign, don't worry; each of the books and setting is completely compatible with each other). You need to get some dice (or the dice rolling app). The custom dice are a must and using regular dice and a conversion chart is a pain in the hole. If after a few sessions, you like how your game is going, I would recomend getting a GM kit. They are really handy.

The source books are a great GM resource, especially the ones about location. Like @2P51 said, modular encounters are fantastic. The career source books are more player oriented but there is plenty of cool stuff in there for GMs too.

The published adventures are pretty good. They are easy to "fit in" to home campaigns. Saves a LOT of writing for a GM :P Again you should pick the ones that work with your chosen setting.

TLDR; Smugglers? Rebels? or Jedi? = EoTE. AoR. or F&D. All you really need is a core book and some dice. If you want the game to run more smoothly every player should get dice.

My players, generally, like a more shoot them in the face and let the force sort them out. I was thinking a bounty hunter style campaign, though not every character would be a bounty hunter class. So, I would need the core book and then the No Disintegrations book.

Getting excited thinking about it.

Yup! No Disintegrations is cool. I'm sad I don't own it, but it should shed a bit of light on the mysterious topic of actual bounty hunting. I recommend the EotE GM kit for that one, as well. The advice on running Nemesis (might) help create an interesting antagonist the gun-happy PCs don't gun down in seconds. Lords of Nal Hutta might be good for setting up a convenient backdrop. Special Modification s will be good for any BH that's really all about gear or droids. The adventure Friends Like These has rules for Mandalorian Humans, but you can get the from OggDude's; however, with some tweaking, that might be a really fun adventure for a bounty hunting party. If they do mercenary work, Dangerous Covenants might be good - it's the Hired Gun sourcebook, and it has advice about running combat-oriented stuff.

Outside of Edge, the new AoR Engineer sourcebook will have starship crafting rules, but it isn't out yet. For BH's that like ship combat, Stay on Target has some good material and specializations, including rules for astromechs, Adv/Thr tables for different stellar terrain (a table for asteroids, a table for nebulae, etc.), and lots of advice on running space combat. If your group wants to do a lot of " Slave I chasing down the Falcon " type stuff, I highly recommend that book for its space battle advice alone. It is my opinion and, I feel, the opinion of many others here that space combat (vechicle combat in general, actually) is the hardest thing in this game to do well. (My advice? Don't forget about the Chase rules! Especially for bounty hunts...) I'd hold off on any FaD books. Keeping the peace has armor crafting rules, but you can probably just ask someone for the tables, because you don't need literally any other part of that book...

Download oggdude's free character creator!

3 minutes ago, TheShard said:

Download oggdude's free character creator!

I did, but it does me no good without the core book or some of the splat books. Though I plan on rectifying that soon.

1 minute ago, Debbin52 said:

I did, but it does me no good without the core book or some of the splat books. Though I plan on rectifying that soon.

Not true! While you don't get the flavor text or the details for the specs, you get every item, attachment, vehicle, or NPC in the game . Seriously, that alone is worth it.

True enough, and I have enough experience with a variety of RPGs that I can reverse engineer general rules for things.

Edited by Debbin52
9 hours ago, Superunknown said:

If your players are planning to do a lot of space travel and miscellaneous underworld stuff, Fly Casual and Lords of Nal Hutta are really nice. (The modular adventures in both LoNH and Suns of Fortune are GREAT.) If you want to throw some nice investigation adventures at them, No Disintegrations can be really helpful. Special Modifications gets a lot of use at my table, too- the players are really into their gear. However, if you're not yet sure where the game will go quite yet, my recommendation would be to stick with the core rule-book and just fudge the details for a while until you know which supplements will be most useful.

Good advice here. I'll expand on it a bit.

Fly casual has a good set of ships in it. I consider this book a must have.

Presuming that you are primarily interested in an Eote game you may also want to consider getting the AoR or FaD core books. Yes you can get the specs from fan made stuff, but I've found it useful to have 2 core books at the table tof speed up rules lookup (parallelizing searches). The FaD book has the knight level rules as a sidebar. The AoR gm screen is my favorite of the three lines and the accompanying gm adventure has squad & squadron rules.

One of my favorites is the Corellian sector and/or the Nal Hutta sector books.

If you don't mind buying one or two extras, I would recommend a sector book in addition to the CRB and No Disintegrations. Lots of good info you can use to build your own adventures, plus a couple of new species and ships. If you're going the bounty hunter route, Lords of Nal Hutta is the third book I would use.

Honestly, I have all three of the CRBs and I use them. My party is a mixture of a couple of rebels and their shady, sympathetic friends, so there's AoR and EotE right there. Then one of the rebel PCs is force sensitive and wants to build that so I use FaD for adversaries and general Force guidelines.

I wouldn't bother if I were you this late into the game, unless you live in the good ol' US of A. Getting the books is a b**** anywhere outside FFG's domestic market...

...and on a more positive note: ALL OF THEM, YOU WON'T REST UNTIL YOU OWN ALL OF THE CURRENTLY RELEASED BOOKS!!!! :lol:

Also, have found the four 'In Universe' publications to be very useful: Book of Sith, The Jedi Path, The Bounty Hunter's Code and Imperial Handbook. You can pick them up at a decent price on Ebay or Amazon.

DO NOT accidentally purchase the following , I can only imagine how vile and putrid this could be.... and why hasn't Disney/Lucas being informed anyway?.... https://www.amazon.co.uk/Sith-Academy-Power-Echelons-Mastery/dp/0692417729/ref=sr_1_3?s=books&ie=UTF8&qid=1494265823&sr=1-3&keywords=sith

Edited by ExpandingUniverse
12 hours ago, ExpandingUniverse said:

...and on a more positive note: ALL OF THEM, YOU WON'T REST UNTIL YOU OWN ALL OF THE CURRENTLY RELEASED BOOKS!!!! :lol:

Also, have found the four 'In Universe' publications to be very useful: Book of Sith, The Jedi Path, The Bounty Hunter's Code and Imperial Handbook. You can pick them up at a decent price on Ebay or Amazon.

DO NOT accidentally purchase the following , I can only imagine how vile and putrid this could be.... and why hasn't Disney/Lucas being informed anyway?.... https://www.amazon.co.uk/Sith-Academy-Power-Echelons-Mastery/dp/0692417729/ref=sr_1_3?s=books&ie=UTF8&qid=1494265823&sr=1-3&keywords=sith

Yeah I imagine a cease and desist order is forthcoming.

11 hours ago, EliasWindrider said:

Yeah I imagine a cease and desist order is forthcoming.

Looks like a lawsuit waiting to happen, if you ask me. I've heard stories about Disney's lawyers, and none of them are pleasant.

It's not even a star wars book. It looks rather scary, actually.

On 9.5.2017 at 5:49 PM, Krieger22 said:

Looks like a lawsuit waiting to happen, if you ask me. I've heard stories about Disney's lawyers, and none of them are pleasant.

Are that the stories, that they reside in special underground rooms beneath Disneyland's catacombs, along with Walt's frozen head? That they feed on those miserable blokes who die in the park?

Bercause that is excellent material for Shadowrun.