Other line Adventure Modules converted to AoR

By Andreievitch, in Star Wars: Age of Rebellion RPG

I am interested to hear if anyone has used Adventure Modules from EotE or FaD, converting them to AoR? What module was it, and how did it go?

I haven't run them, but I've certainly considered it quite a bit. The fact that Rebel operatives are often acting as far beyond Imperial law as your average EotE group (though not necessarily beyond morality, a grey area) means that the adventures convert well from my point of view.

Beyond the Rim works particularly well from what I know of it - have the mission be issued by Rebel leaders looking to fund an Alliance project or operation, and possibly replace the location from the third act with your friendly local Rebel base to tie it back in, but ultimately a lot of the content requires little more than surface cosmetic changes to make it a bona fide Age of Rebellion adventure. The motives and hooks work with a little adjustment, and the end result is a serious win for the PCs and the Alliance.

Jewel of Yavin I can also see working well, though tying the PCs in would be harder. Maybe emphasising Imperial interest in the Jewel early-on would be a good way to go, rather than focusing on the underworld connections, so the PCs feel they have to steal it out from under them.

The adventure may of course work better if you have a Force Sensitive character, and that could be a better way to bring one out. Likewise, you could even try recruiting the Jedi character to the Rebellion (a good Duty hook) if your PCs are that way inclined. There are a lot of plot hooks for Rebel players in there.

I'm not so sure about Mask of the Pirate Queen however. I'll admit I don't have a copy, but from what I can tell it is very much directed towards criminal elements. Maybe the PCs are looking to defeat the local criminal element? But on the whole, perhaps best to give this one a miss - though I'd be interested to hear how it could be made to work!

I've been running adventures from all three lines with my (technically) EotE game. Only had one hiccup where the players were upset about something needing a Knowledge: Warfare check, when that skill isn't in EotE. Besides that, the biggest point tends to be tone. Rebels are out to save the galaxy, scum are out to survive in it. Worst you're going to have to deal with converting AoR to EotE, is sometimes you might need to come up with a reason to do things beyond 'personal profit', but that's it.

Out of the two hard covers I've done so far, Beyond the Rim would work at least as well for AoR as it does for EotE, if not better. You're dealing with a clone wars 'treasure ship', an inhospitable jungle planet, and are fighting Imperials a lot of the time.

Jewel of Yavin... isn't bad, but it's not a 100% fit. Most of the story is subterfuge and criming. If your party has the skills for social manipulation, rally racing, and heisting, then it will work fine. Otherwise, it might clash a bit with a more military focused party's methods.

As for FaD, that would be harder. The force is tied strongly into the story and mechanics there. Unless you found one you think would work really well for your game, I'd tend to avoid them.

On 7/3/2018 at 12:50 PM, ColonelCommissar said:

I'm not so sure about Mask of the Pirate Queen however. I'll admit I don't have a copy, but from what I can tell it is very much directed towards criminal elements. Maybe the PCs are looking to defeat the local criminal element? But on the whole, perhaps best to give this one a miss - though I'd be interested to hear how it could be made to work!

The thing about rebels and rebellion is that, sometimes, you have to work with some pretty shady people to accomplish your goal. Does your group need to get to a secure sector or planet? The Zann Consortium dabbles in lots of things, including smuggling. Do this job for the Consortium, and they could smuggle your group to wherever they need to be. Of course, getting back OUT of where they need to be is another matter.

9 hours ago, Enjeryuu said:

As for FaD, that would be harder. The force is tied strongly into the story and mechanics there. Unless you found one you think would work really well for your game, I'd tend to avoid them. 

Thanks for that! I figured FaD might be the hardest...we have no force users in my group so it did seem that line wouldn't work well.