Question regarding the contents of certain expansions

By yodellingyoda, in Star Wars: Force and Destiny RPG

Hello all. I have a gaming group of sorts with which I occasionally GM a sort of made-up RPG with a vague sense of something called rules. We'd all like to have a go at the real thing, though, with maps and different kinds of dice and pre-written adventures and actually fair combat. Fantasy Flight's Star Wars stuff has previously been impressive, and I was able to get the Beginner Game for Force and Destiny for quite cheap, so it seemed like a no-brainer (I don't have it yet; it's still on its way). I also can acquire the Game Master's Kit for next to nothing, too, and as it comes with a screen and another adventure I feel it would make a good companion to the Beginner Game. There is one slight problem, though - the Core Rulebook is quite a bit pricier, much more than the two aforementioned products combined. I won't be getting it until I've run a few adventures and am certain that I will get good use out of it with my group. My titular question is not looking for advice for a first-time GM. That's what Google is for. My question is this:

Is it possible to run the adventure found in the Game Master's Kit with the rulebook in the Beginner Game?

I don't see why not. From what I can remember the beginner game rule book is very close to the "Rules" chapter from the core book. If anything it's just a slightly simplified version.

I do know however, the GM kit adventure was made to tie in with the adventure in the core book. But that can always be done in any order as long as you can find a way to link them.

There are a few rules differences to watch out for. Namely skills.

In the Core rules, Piloting (Space) and Piloting (Planetary) have been conflated in to a single Piloting skill. The same for all the various knowledge skills in to a singular Knowledge skill. Crits work a bit differently too, but i don't think that will be a problem.

Edited by kaosoe

It's possible, but as kaosoe noted the Beginner Box rules tend to simplify things for the sake of simplicity, with Piloting and Knowledge skills being two instances. Granted, it's easy enough to work around.

The other element is that the Beginner Box pre-gens are fairly limited in the scope of their progression, due to the way their individual talent trees are set up, making it impossible as written to have the Guardian pre-gen learn the Move power as a for instance.

Thank you all! I'm sure I will be able to bend the bars sufficiently to make it work. I'll only use the pre-gens for those two adventures as well as the online Mountaintop Rescue follow-up. After that, either my group will want their own characters or they'll get bored of the game - I doubt they'll want to continue for that long with such limitations. Thank you again!