Generalized info in F&D supplements?

By MonkeyInSpace, in Star Wars: Force and Destiny RPG

hey all -

So, pulling together a few buddies to try out an AoR/EotE campaign and pretty much everyone has agreed that we're not interested in having any Force sensitive characters and that this is to be a campaign more grounded in the gritty rather than the mystical side of Star Wars.

With that all said - I am a bit of an obsessive collector and even though I don't believe they will be relevant to my game, my inclination is still to buy all the F&D sourcebooks and adventures for background/flavor/sourcematerials. However, as these beautifully made tomes aren't cheap, my two questions are:

1. is there enough "world building" data in these books to justify it, assuming that any directly Force-related stuff will never be used

2. would the adventures be easy enough to convert to a non-Force sensitive more EotE/AoR-like setting, or are they truly grounded in the mystical side of the universe?

thanks in advance!

I'm afraid the Force and Destiny line is extremely force-centric, with the world-building and adventures very much tailored to the force-related aspects of the game. With Edge and Age already covering the rest of the star wars story, Force almost exclusively caters to... well, the force.

Don't let this deter you, if you absolutely need to obsessively collect them... but pick them up last, as you probably won't really need them for the campaign you have described.

You may eventually want Keeping the Peace if any of your players are interested in Armour Crafting, but everything else is focused completely on Force Users. It should be pointed out though that the Force is very well balanced in this system as compared to previous systems. Playing a selfish, malicious, devious, Aggressive Dark Side force user is completely normal (and even a starting option). In fact the most Murder Hobo PC of the entire group could be the force user. Just because the players don't want to be paragons of the lights side, always being high and mighty, doesn't mean the FaD line has nothing for you.

Ultimately the FaD core book would be the place to test the waters. All the same rules are contained within for the core system so if a player wants their own copy of the rules perhaps suggest they get the FaD book to reduce duplication within the group.

Along with what @Richardbuxton mentioned about Keeping the Peace , Endless Vigil has rules on contact networks, and includes podracers, if you're into that. The book also includes some advice for running advice in urban--especially city--locations, useful for many groups. Savage Spirits includes beast riding rules (copied from Stay on Target ), but also rules for including animal companions. Like EV, it includes a section on wilderness encounters and locations, good for any style of game. Not to mention that both books include a pretty hefty amount of equipment that, aside from the handful of lightsaber things, any group can put to good use.

The adventure in the F&D GM kit, Hidden Depths , could be repurposed for a general "treasure hunt" adventure, though you'd have to introduce some more interesting encounters in the cave section. Chronicles of the Gatekeeper would be harder, especially the further into the adventure you get, but the information on Arbooine and Cato Neimoidia can be used for Edge/Age adventures.

Nexus of Power is trickier. The information on many of the featured planets is general history and such, which would make it work well with any party, but it features Force-focused flavor in the forefront. An Explorer-centric game would benefit from this book. The gear in this book is pretty light in comparison to others, making it less appealing to players.

Endless Vigil has information on investigation, city networks city encounters etc, similarly the seeker book has outdoor equivalents, not that any of it is essential, but still useful