Desperate Allies

By AceSolo5, in Star Wars: Edge of the Empire RPG

I’ve been thinking of picking up Desperate Allies just lately but mainly for the Rebel Base creation rules.

I’ve already got Strongholds of Resistance which has some cool ideas in it so was just wondering if this would be worth the purchase as well?

Any feedback would be good!

Cheers 😃

And yes... I know this is the Edge forum but the Age forum reminds me of a ghost town from an old western 😉

I guess the major question is how vital is this base going to be to your campaign?

To be honest, I found the base rules in Desperate Allies to be a little underwhelming, but then the majority of my campaigns don't tend to focus on a single central recurring location; mostly the PCs' "home" is the group's starship and not really have a permanent port of call that they call home. With an AoR campaign, having a base (beyond the option for the extra 1000 credits from the core book) means that you're going to have the players' actions mostly take place within a single system rather than the sort of galaxy-hopping adventures we see in the films; it's similar to the first season of Rebels where the majority of the action takes place on Lothal.

The rules for bases themselves (as opposed to the EotE homefront/store rules in Far Horizons) don't really provide the PCs any benefit, and to be frank most of the upgrades just feel like they're adding another thing for the PCs to spend their hard-earned credits on, or exist as an option for when they increase their Contribution Rank but don't have any firm thoughts on what sort of bennie for the group to receive.

Cheers Donovan!

My players are currently brinhung together separate Resistance (we’re playing pre Rogue One) groups from around a sub sector to fight against the resident Moff.

They’re just starting to acquire (well steal) some assets in the form of ships & they’ve been talking about finding a base to operate from.

Up to now tho their ship has been their base as they started out as Edge characters in the last campaign, I can’t see them ditching that tho... they love that ship 😃

Sounds like I don’t need this book tho from what you’ve said, it’s doesn’t sound like there’s anything in it that I can’t come up with myself!

Thanks for the heads up... u just saved me 20 quid 👍

Well, while the stuff on bases is pretty meh in my opinion, there's still material that makes the book worth getting.

For instance, the specs themselves are pretty solid for any campaign that's going to center on social encounters, with the Advocate and Analyst being my personal faves, as both have talents that work well outside of social encounters to help support the other party members.

Oddly enough, a fair bit of the gear is stuff that would be viable for a Spy-based character (why some of it wound up here instead in Cyphers & Masks is anyone's guess).

So I wouldn't say the book's a hard pass, just that the rules for bases by themselves aren't worth the price. But, there's enough other stuff (including some helpful advice on running social-heavy encounters) that makes the book worth picking up.

Ok... the spy stuff could definitely useful 👍 I’ve got nobody playing in that class, or likely to really... could be handy for NPC ideas tho!

I might just take a punt after all 😃 Plus, it’s a bit of a steal for 20 quid!