On 6/15/2020 at 8:14 PM, micheldebruyn said:Not a fan. Does anybody else feel like getting 18-20 more books?
It would strongly depend on what those books were.
But a whole slew of new career splats? Heck no. In terms of specializations, we've pretty much got the tools to make just about any character one could conceive, and the only "benefit" to having even more in-career specs added is to cater to that crowd of folks that don't want to "waste" precious XP on buying additional specializations so as to attain their "ideal" character with a single specialization. Plus the fact that about half the material in each of the career books simply goes unused, making them something of a waste.
Similar issue comes with adventure modules. From what I understand, most of the adventure books that FFG has published for this line were mediocre sellers, with the two F&D ones fairing a little better simply due to having new Force powers that players can acquire. I saw someone reference Curse of Strahd (the 5e revamp of the classic Ravenloft module) as a possible approach, though what makes CoS replayable is the random element of where the three major treasures are and where the final battle takes place, though CoS does expand the setting of Barovia quite a lot in comparison to previous versions of the base adventure (original module was pretty much one giant dungeon crawl through the castle, 3e's Expedition to Castle Ravenloft had filler quests to pad out the adventure, while 5e's version is a full out campaign). I don't know if you could quite get the same element of randomness in a Star Wars adventure so as to prevent people who've played the adventure previously from knowing exactly what's going to happen next and where the plot-important events/items are located.
Now, sourcebooks on various eras, such as the New Republic/Resistance and High Republic eras? I'd be down for those books. Same with books detailing regions the way that Suns of Fortune and Lords of Nal Hutta did. Probably not enough material for as many books as Elias posited, but you could easily get a couple of books from just eras, and probably a half-dozen fairly easily with notable regions.
Another solid idea that was suggested is to publish books containing adventure modules, which a GM can pick out and use as needed. I've read through some of the Star Trek Adventures books that Modiphus has published in that vein, and having a slew of options that can be run either as one-offs isn't a bad idea, especially for us GMs that have gotten along in years and have a greater degree of responsibilities than we did during our younger years. I'm pretty decent and coming up with adventure ideas at the spur of the moment (especially if I know the characters involved), but not every GM has that gift for improv.