Adventure Module Suggestions

By Noahjam325, in Star Wars: Age of Rebellion RPG

So I've owned all 3 of the core books for the Star Wars RPG line for some time now and I've run a FaD focused campaign and an EotE focused campaign. But I've yet to run campaign focusing on AoR.

It's going to be many months (or even longer) before my current homebrew Genesys game wraps up, but I like being prepared early. And i know I want to do something centered around AoR.

So I've come to ask for people's opinion on 2 questions.

1. Which is the best AoR premade adventure module? Official or fan created.

2. Which would be the best for starting a campaign?

Adventure modules serve as great inspiration for me whenever I'm trying to create campaigns.

More importantly what do you fancy running?

An Imperial campaign starting in the aftermath of the Battle of Yavin ala BF2?

In reaction to the Imperial annexation of Chandrilla following Mon Mothma's announcement in Rebels?

A colony of Geonosians attempting to evade Imperial detection?

A crashed shuttle of younglings whose clone trooper guardians learning about Order 66 (but not activated as they wasn't contacted) starts preparing them for their eventual return to society and the fact the Jedi are effectively dead or actively hunted...

Which AoR adventure do you have, but not run?

I have none of them (except the one in the back of AoR). I'm looking for people's personal opinion (and explanations) as to A) Which Adventure do they feel is the "best." and B) Which would be good for the start of a full campaign.

E.g. I find Jewel of Yavin to be one of the better EotE adventures. But I've had more success running it with a pre-established group of characters. Rather than the first adventure in a campaign.

No beginner set or GM screen?

4 hours ago, copperbell said:

No beginner set or GM screen?

Nope. I don't plan on making any purchases until I get some opinions on adventures.

The one in the back of the AoR core book is a good place to start, as is the AoR beginner game with the 'follow up' module on the AoR web page. The module in the GM's kit isn't bad, but if your players get a string of bad dice rolls, it could be the end of the group. I don't want to give away any spoilers, here, but a TPK is not out of the question.
Onslaught at Arda I is interesting, if a little dry. Hunting for a suspected traitor to the cause is kind of an old trope, but still a decent one. And the encounter with an Interdictor-class Star Destroyer should have your players swallowing their gum.
Friends like These could give your players a bit of a moral conundrum. Needing to hold off an imperial assault, the players contact a band of mandalorian mercenaries as well as a slaver, to 'hire' slaves to fight off the attack. The mandalorians are mercenaries, so no troubles with them. But using a slave army to fight? The ending of the module could use a bit of a re-write, though. As some people have posted in different threads, you may want to change the plot a bit. As written, the players are just trying to hold off an imperial assault. Once the assault is over, though, a lot of people are going to know the location of the rebel base. It make make a little more sense to change the mission to 'hold off the imperial assault, while the rebellion evacuates'. Though, at that point, you're just playing the first part of Onslaught at Arda I. Still, its a decent module, and you get the Mandalorian Human as a playable race for your players.

As far as which module is the 'best' one, thats going to come down to the play style of you and your group. Each module has combat, each has places where a soldier or a spy or someone with sabotage duty or intelligence duty can shine.