Pre-Written Adventures

By Ultraman, in Star Wars: Edge of the Empire Beginner Game

Has there been any word on whether the adventure included in the Beta, Crate of Krayts, will be the adventure included in the Core Rulebook? I'm super new to RPG's and am just worried about running out of adventures for my group of friends to run before I learn to write them myself. So naturally I'm curious about how much FFG are providing and how quickly I'll have to get used to designing an adventure.

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Try to track down some of the old Star Wars rpg books on ebay. For adventures I would recommend;

SAGA Edition: Scum and Villainy has lots of useful info, a full adventure and lots of mini adventures.

West End Games D6: Secrets of the Sisar Run is a great mini campaign, Instant Adventures has lots of instant adventures, No Disintergrations is all about hunting bounties and Twin Stars of Kira and Politics of Contraband are adventure compilations based in the New Republic Era that could be easily adapted for this timeframe.

Wizards of the Coast D20: Tempest Fued is a great mini-campaign involving Hutts and intrigue, they also published a lot of fringe type adventures on the old website.

I hope that helps.

Another alternative would be the Dawn of Defiance campaign that Rodney Thompson and other Star Wars notables created for Saga Edition.

It's set pre-Rebellion, during the Dark Times (anywhere from 6 months after RotS to several years depending on GM whim), and focuses heavily around the fledging days of resistance to the Empire's tyranny.

Great part is that the over all campaign isn't drastically hurt by the lack of Jedi PCs, as most of the Force-centric stuff is handled by NPCs, and the one Jedi-centric adventure, Echoes of the Jedi, can be dropped entirely with very little impact on the overall campaign, as the BBEG fight in that can easily be transplated to the next module without too much issue and the macguffin search that drives Echoes of the Jedi can be deep-sixed with ease, to the point I'd strong recommend scrubbing that adventure entirely.

Heck, the first three adventures (Traitor's Gambit, Wretched Hive, and Queen of Air & Darkness) could be run as a self-contained compaign on their own. And a bunch of Outer Rim "riff raff" are just the sort of folks that the main mover & shaker on the good guys' side is looking for.

A Google search should turn up download links, as I know there's a few folks that have their own running archives of Star Wars Saga Edition material.

Donovan Morningfire said:

Another alternative would be the Dawn of Defiance campaign that Rodney Thompson and other Star Wars notables created for Saga Edition.

It's set pre-Rebellion, during the Dark Times (anywhere from 6 months after RotS to several years depending on GM whim), and focuses heavily around the fledging days of resistance to the Empire's tyranny.

Great part is that the over all campaign isn't drastically hurt by the lack of Jedi PCs, as most of the Force-centric stuff is handled by NPCs, and the one Jedi-centric adventure, Echoes of the Jedi, can be dropped entirely with very little impact on the overall campaign, as the BBEG fight in that can easily be transplated to the next module without too much issue and the macguffin search that drives Echoes of the Jedi can be deep-sixed with ease, to the point I'd strong recommend scrubbing that adventure entirely.

Heck, the first three adventures (Traitor's Gambit, Wretched Hive, and Queen of Air & Darkness) could be run as a self-contained compaign on their own. And a bunch of Outer Rim "riff raff" are just the sort of folks that the main mover & shaker on the good guys' side is looking for.

A Google search should turn up download links, as I know there's a few folks that have their own running archives of Star Wars Saga Edition material.

I second this. I was glad to get them all downloaded as they released them.

Another option, again requiring a Google search, would be the intro-level Saga Edition adventure "A Much Larger Galaxy." I've used as an intro game several times, and it's worked quite well.

I'm waiting to hear back from the author about whether he has any plans to convert this adventure to the EotE system or any reservations about my doing so, but a lot of the structure maps over to EotE, and the NPCs are easy enough to replicate/rebuild using EotE's system.

I'm very glad you started this thread; lots of great info here. I just ordered a copy of "Scum and Villainy"; I hope I can translate that into an EoTE adventure, or at least use it as inspiration for homebrew stuff.

You won't be disappointed with Scum & Villainy. There's a generator in there for jobs which I absolutely adore.