Any adventures you guys would recommend?

By Bojanglez, in Star Wars: Edge of the Empire RPG

hey all,

I am going to kick off a new campaign with my group next month and we have 2-3 sessions before that happens - I usually create my own adventures but don't have a lot of free time on my hands right now, but i DO have all the FFG adventures (even though I've never run one) and almost all of the original WEG books but rather than pick one at random I was curious if anyone had any adventures that they had particularly enjoyed playing?

thanks in advance!

Bojanglez

Both EotE and AoE beginner games were a lot of fun (provided you get the PDF download and tweak it to make it your own). I've run each a couple times with positive feedback. Enjoyed Beyond the Rim, but only because I created my own Part 1 (to meld with my campaign at the time) and ditched Part 3. I've run Part 2 a couple different times, but I did end up creating my own map of the crash site...the art is good for inspiration, but the whole site had a lot of potential that was missing because of a lack of maps (this is true of most of the modules imho).

I haven't run the others, but it seems like most of them get pretty positive feedback here.

I had good success running the Force and Destiny beginners box adventure (Moderate to heavily modded).

I am reading the AoR adventure Friends Like These right now for my Rebel campaign. It looks like a heap of fun! Can't wait to play it.

I've played three of the modules:

Beyond the Rim was entertaining with only minor touches to make it fit my group.

Jewel of Yavin was interesting but needs some serious changes.

Friends Like These was just plain awful.

I played the three above and largely agree with HD's assessment. Of the three, Jewel of Yavin has the most potential since it's not a straight up hack-and-slash. But then again, I am a sucker for heist stories. I also ran Under a Black Sun, and I thought it was pretty fun for a entry-level adventure.

20 minutes ago, kaosoe said:

I played the three above and largely agree with HD's assessment. Of the three, Jewel of Yavin has the most potential since it's not a straight up hack-and-slash. But then again, I am a sucker for heist stories. I also ran Under a Black Sun, and I thought it was pretty fun for a entry-level adventure.

Jewel is good, but the race scene just strikes me as being a very stupid way to get into the gala. You're going to sneak in by being the center of attention? Sorry, but no--since you must have a slicer for this adventure to go right, you might as well just have the slicer add your names to the guest list and avoid the stupid racing scene (but by all means repackage it as a totally unconnected mini-adventure).

My group loved Friends like these, though we were playing Rebels at the time. Haven't run Jewel yet, but planning on incorporating more elements of BtR in this next game.

3 hours ago, HappyDaze said:

Friends Like These was just plain awful.

What didn't you like about Friends Like These? What would you change with hindsight?

17 minutes ago, Andreievitch said:

What didn't you like about Friends Like These? What would you change with hindsight?

There are entire threads on the failures of this module. If you look for them, they will more than likely answer your questions.

My group ran friends like these and I would have to agree.. We didn't care for it too much until the space section at the end when the imperials arrive. My group completely derailed the module.. then we had some fun hahaha.

I'd say what I didn't like about it was the foundry layout was strange and the map was pretty bad. My players just didn't seem to really grab any of the hooks.. the characters weren't very likeable?? A handful of things really.

Edited by Quigonjinnandjuice
4 minutes ago, Quigonjinnandjuice said:

My group ran friends like these and I would have to agree.. We didn't care for it too much until the space section at the end when the imperials arrive. My group completely derailed the module.. then we had some fun hahaha.

I'd say what I didn't like about it was the foundry layout was strange and the map was pretty bad. My players just didn't seem to really grab any of the hooks.. the characters weren't very likeable?? A handful of things really.

And the battle at the end is a giant waste of time if you run it the way the book directs.

I think one of the best pre written adventurers that I have run is the Debts to Pay Adventure from the Edge of the Empire Core Rulebook. While it is short it is an enjoyable adventure for both the players and the GM. Additionally the adventures included with the Force and Destiny Core and the Force and Destiny GM’s Screen are enjoyable but also require a Force Sensitive. The only other on I have run is the first act from Onslaught at Arda 1 and that one can get a bit difficult if the group doesnt have certain roles fulfilled. Finally the Modules from the setting books can be expanded to be a full sessions worth of adventure.

23 minutes ago, Lotr_Nerd said:

Finally the Modules from the setting books can be expanded to be a full sessions worth of adventure.

For me, several of these have proven to be more enjoyable that the full-length adventures, mostly because they are easier to fit into stories I already have going.

12 hours ago, kaosoe said:

I played the three above and largely agree with HD's assessment. Of the three, Jewel of Yavin has the most potential since it's not a straight up hack-and-slash. But then again, I am a sucker for heist stories. I also ran Under a Black Sun, and I thought it was pretty fun for a entry-level adventure.

I just realized. I actually never played Friends Like These. For some reason I was confusing it with Onslaught at Arda 1. And I found that adventure to be fairly bland, but it might have been the GM that ran us through it.

Another one I particularly liked was the Dead in the Water. The First and Third act could use some tweaks and adjustments, but the middle act is pretty intense, and fun. The trick though is to keep from it turning into a gauntlet of combat encounters.

Anybody done Mask of the Pirate Queen? I'm curious about that one.

I just wrapped up Chronicles of the Gatekeeper with my Force & Destiny group. They really dove into the moral quandaries and we all had a lot of fun with it. Beyond the normal tweaks that come about when customizing for actual gameplay, I hardly changed anything.

I'm currently strip-mining Friends Like These for my Edge/Age table. Grabbing the bare bones to tie into our ongoing story. Coincidentally, I'm stealing the race set piece from Jewel of Yavin for this adventure and leaving it out when I run that in the near future.

I used a modified version of debts to pay my parties patron Grondo the hutt tricked zordo the hutt his nemesis) into betting the mine at the boonta's eve sabaac tournament on nal hutta, a game played by vassal while the hutts bet. Grondo put up the contract of a PC, the uber fixer Andra, and "accepted" the mine wager from zordo who thought he was pulling one over on grondo, but grondo was really interested in the overseer droid which he had learned from a former PC turned npc CEO of czerka, that the overseer droid was part of a secret droid society originating at czerka from partially recovered by digital forensics of a wiped computer that had held droid si backups, also recovered was grainy footage from said droid who had infiltrated zordo's entourage of zordo's fixer arranging with con man var aruru to get close to Andra to steal and auction a datachip from grondo containing the hutt clan's business dealings. The pcs had recovered the datachip and destroyed the copies that got made 5 sessions in but never had proof that grondo was behind it, the mostly recovered video was too grainy/low quality to be used as evidence at the hut tribunal but if they could recover the droid itself and get the original uncorrupted file from its memory banks the Grondo could use it to nail Zordo's slimy hide to the wall at the hutt tribunal. I used the "distant outposts" maps of mastery set of maps as the mining base, and had the cavern tiles ready if they chased him into the mines but instead the pcs got a space flash drive ai back up that the droid had stashed in a safe in the surface facility. They got what they came for and left the minors trapped below the surface to fend for themselves. There wasn't the issue with the droids trying to destroy the mine in my scenario.

Edited by EliasWindrider

What ever adventure you go with take the.time to tailor it to your players and characters. They are the bones of an adventure. They need fleshed out.