Core Rulebook Adventure - SPOILERS

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

Hey fellow GMs... I am planning to run the Core Rulebook adventure on Saturday for a group of players.

I am a little puzzled with the ending though. It seems like they get a free ship at the end. This seems... excessive to me. It is not mentioned in the wrap up text of the adventure, and I am somewhat at a loss as to what to do when the players inevitably claim it and try to sell it or just keep it. Personally, it is too much. I can't have them having that much after the first adventure.

I was hoping to get the community's opinion on what to do about it. Any advice or experience you can share would be great.

It is in pretty bad shape. The hyperdrive is shot, and god knows what else is wrong with it. Heck, it wouldn't surprise me if he left booby traps in the system architecture and mechanics to prevent theft.

Yeah, that adventure is extremely generous. The bounty is HUGE, easily enough to set up a group for a long time.

I dialed the rewards back a bit because I didn't my party to be flush with cash after just one adventure. The books says to keep the players hungry and that would be a feast akin to a Thanksgiving dinner.

Use your judgement. If this is going to be a regular, ongoing game, you might consider cutting down on the prizes. If it's a one-shot deal, go crazy and let them cash in, since there won't be any harm in it.

Ok, glad it just wasn't me missing something. I plan this as the start of a longer campaign, so I will most likely dial back the rewards and perhaps have the ship booby trapped or damaged too severely to be worth salvaging. Thanks for the advice!

There are a few problems with the other ship, notably that the hyperdrive is shot. With a X12 hyperdrive it would take 5 days just to limp it back to Formos. It would likely take a month of travel to reach Kessel at that speed, and it would take close to half a year to reach Thakba.

Not to mention the fact that the ship could be very recognizable, Pirate ships tend to not be stock vessels. If the characters are flying around in a Pirate Ship (which they would be if they take the vessel for themselves), then they will may be required to do some extensive modifications to the ship and have it repainted and have the transponders changed so that they aren't misidentified as Pirates. If they take the ship I would add in some extra obligation 20 Criminal Obligation (for potential mistaken identity) until they have sufficiently altered the vessel so that it's not longer recognizable and possibly send Bounty Hunters after them.

I did go ahead and let my players toss the ship for parts, which for an outlaw tech is pretty nice perk. They managed to claim a Quad Laser Canon from the ship which they used to replace one of the default laser canons on their YT-1300.

Edited by strongarm85

i gotta ask...why is having a ship a bad thing? Han Solo is way more interesting with the Millenium Falcon. Planet hopping is very Star Wars and leads to great adventure opportunities. I'm curious as to why you would want to impede that?

Because they already have one ship. IMO, they don't need a second after one session.