some questions

By gmcc, in Star Wars: Force and Destiny RPG

so i have some doubts that i need some old /experient players to answer.

- what books are recommended ( supplements, acessories, etc.. )

- what are the best to get from all the 3 existent ?

- are they releasing new content for the game ? i didnt see any more adventures announcements..

1. Very tough question and is very dependent on personal opinion. The career splat books can be skipped until you find yourself or one of your players with that career and looking for more options. I would recommend the ERA books: Dawn of Rebellion and Separatists (if it ever comes out) jut for the details of the galaxy during those times

2. Choose the Core Rulebook that best fits the game you want to run. I prefer Force and Destiny but have bought both FAD and EOTE. I'll eventually purchase AOR but it's on the empty wallet back-burner at the moment.

3. Rise of the Separatists is the one most of us are waiting on but they just indicated that Allies and Adversaries is in development. No others have been listed including adventures which seems to be wanted by lots of people on the forums.

To recap, find the style of character you want to play and then pick up the Core rulebook + Career Splat. Are you going to be running the game for your group or just a player? If you are player, then that should be enough. If GM, then it depends on how many extra options you want for your players. I try to get most of the books but there are a lot of them out there. I've given my players the option that if I don't have one and they want to play something from the other books, they can buy it and just have it ready for me to reference when needed.

How much money ya got? 😜

IMO, the absolute "essentials" are just the Edge of the Empire core, and the Force & Destiny core.

These two books allow you to play pretty much whatever kind of campaign that you want to within the Star Wars universe (the Edge Careers/Specs can just be re-skinned to cover anything in a Rebel/Empire campaign).

I would recommend the Career supplement for pretty much any Career that you really like. I haven't found any of the setting books to be particularly indispensable, and also don't dig on any of the accessories (besides the dice - ask each player to buy their own set if they can).

That said, I also tend to exclusively run custom campaigns, so if you're the type that likes to play through "adventure paths", there may be some good ones, I just don't know. I use Wookiepedia as my setting books and adventure supplements.

I bought all the regional splat books ('Suns of Fortune' for the Corellia system, 'Lords of Nal Hutta' for hutt space, 'Stronholds of Resistence' for rebel worlds and finally Force Nexuses' for worlds strong in the force). They aren't necessary for running a game, but they do add some great detail for specific worlds you are likely to see in games, as well as a lot of detail on interactions and npc's.

In terms of specialisation source books, I limited myself to 2 per system. It is a lot of money to spend, but if you have it or space it out, you won't regret it.

For Age of Rebellion I got 'Forged in Battle' and 'Stay on Target'. These had the rules for mass combat and for making space combat more interesting, and that I found was very useful.

For Edge of the Empire I went with 'Special Modifications' and 'Far Horizons'. These added rules for running businesses and homesteads, as well as a good indicator for wages, as well as rules for cybernetics and making equipment AND slicing. Special Modifications in my opinion is a must have regardless of system.

For Force and Destiny I got 'Endless Vigil and Unlimited Power'. These had some good rules for collecting information from contacts and information networks, as well as some nice rules on making force artefacts (and some pretty cool force powers).

Close contenders I'd recommend are 'No Disintegrations', 'Forged in Battle' and probably 'Disciples of Harmony'.

Finally I'd recommend getting the Force and Destiny Core Rulebook as it has most of the force powers in it, while having similar stuff to the others (though it has some different gear added to it, or missing from the others).

I'm a big fan of the adversary decks. They make game prep and on-the-fly encounters pretty easy.

The trick with the FFG Star Wars books is that all of them are good but few (none?) of them are great. This is because they go out of their way to slice up the best material and put only so much into each product along with lesser filler. As for what constitutes the "best vs. filler," that's really up to each reader to decide. Some of the books have species that please (almost) no one (Special Modifications), while others have a trio of iconic and mechanically strong species (Keeping the Peace). Buying for Specializations and Signature abilities isn't really all that necessary since most of that can be found online for no cost. Gear and starships can likewise be hit or miss, but generally each will have a few things you'll enjoy and several things you'll rarely (if ever) use.

21 hours ago, gmcc said:

so i have some doubts that i need some old /experient players to answer.

- what books are recommended ( supplements, acessories, etc.. )

- what are the best to get from all the 3 existent ?

- are they releasing new content for the game ? i didnt see any more adventures announcements..

Apart from the core rulebook of the line you want to focus on, it's very much a YMMV situation. The career books generally have a lot of new and interesting options for characters, from new specs and talents to new gear to new rule options (such as item crafting). Dawn of Rebellion is a solid purchase though, as it provides a lot of detail on the Rebellion's early days as well as the Empire as it begins to fully consolidate it's grip on the galaxy, along with a host of NPCs. The Adversary Decks (available as Print on Demand through FFG's webstore) are also very handy, covering a number of fairly common NPC stat blocks from minions to rivals to a small number of nemeses.

For just starting out, I'd suggest sticking with the core rulebook that most aligns with the sort of campaign you're looking to run. Edge of the Empire for a Fireflyesque/"on the fringe" campaign styles where the PCs are independent operators with generally shady pasts, Age of Rebellion for military campaigns where the PCs are fighting the good fight against the Empire (or with a little work the PCs are Imperial troops trying to squash the Rebellion), and Force and Destiny for campaigns that center more on the mysticism of the setting and exploring the lore of the Force.

As for new content... nobody really knows that isn't working for FFG and thus is required to keep mum about what is or isn't on the horizon for upcoming products. Last official word was that they were going to scale back the production of books and focus on era supplements now that the various career books have all been published. Nothing said about new adventures, but then again adventures are typically poor sellers in terms of an RPG line's library given their limited utility and smaller audience compared to books with a higher crunch content. Then again, FFG has done additional production runs on most of their Star Wars adventures, so maybe those do sell well enough to warrant new adventure books down the road.

hum well since the release of L5R RPG they are realising much content to it, including adventures.. i know EotE and AoR have some , but FaD had only 2 in all this time wich kinda sucks.. still i have to see where to get them since its hard to get a good deal to get one