Beyond the Rim: excellent

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

I just finished reading through this, and I have to say it's one of the best modules I've read. Lots of overview, a less linear approach than most, plenty of good character descriptions and realistic motivations, and a host of advice and situational mechanics I expect I'll be making use of in many a future game. I also appreciate how well balanced it is with regard to combat vs social roleplay. It can easily be tailored to parties who prefer one more than the other, or those want the balance this presents.

Anyway, just sayin...

I concur. Whilst Tempest Feud (WotC d20) will always be my favourite sourcebook (at least until something trumps it), Beyond the Rim was certainly a valued read. Provided me with plenty to slip into my current campaign.

I haven't finished reading it myself, but It's given me ideas that's I'm going back and making changes to the scenario I'm working on. It's definitely a high quality book and I look forward to more like it.

Still haven't finished reading the third act of the book but so far I find it excellent. My players are getting introduced to it tonight and I hope they have a blast.

I love how open/toolbox-like the whole adventure is rather then a slightly scripted adventure approach like Long Arm of the Hutt. The tools it gives you seems like it can be just as easily run over 10 sessions as it could be for 3 sessions.

Loving it.

Can't wait to make my players play the module!

I haven't had a chance to run this yet, but it looks pretty good. I'll probably beef up the adversaries presented in the book. If I recall, there's only one 3 nemesis in the adventure, And if your players aren't murder hobos, then your players won't even be fighting them. The ones that are slated to fight the NPCS aren't nemesis.

The opposite side of that argument is that this adventure isn't about combat. Which I can get behind. Even still, I might beef up a few NPCs

Spoiler alert but I just ran the first act and it's unlikely your players will bypass the first combat which does include the one nemesis.

He really gave my players a hard time and really doesn't require buffing.

I ran the first part last week and I had beefed up the Rodians - my PCs are about 180xp. It was a good decision - the fight was tough, but winnable :)

About the whole adventure - I'll write more when we're done, but I'm planning to have the Rodians already in the camp on Cholganna (since the PCs already know how they fight), but make Yav craftier than the text suggests. You know, trying to doublecross everyone and steal the vault's treasure (at the least).

The biggest problem I have is PCs motivations to go to act 3 - even with Obligations card in play I can see how the PCs might want to take the risk for greater rewards (striking their own deal with the cybernetics lady etc.). But that's in the future.

I really loved the fact that this was about exploration and discovery. I'd be very happy at this point if we never saw a Hutt again.

There's more to the Fringe than crime-lords. As only one of the PCs could vaguely be described as a criminal, I'm really pleased to have a different flavour for once.

Also - this was a great way to use elements from the hated prequels without being offensive about it. I took a vibroaxe to the canon, but there was nothing here that I had to alter or couldn't use.

I really hope the other adventures are up to this high standard. Considering the WHFRP ones were uniformly excellent, I'm sure they will be.

The only thing I'd ask for from 'Beyond the Rim' is Arkanian PCs :(

Edited by Maelora

The only think I'd ask for from 'Beyond the Rim' is Arkanian PCs :(

I concur. I got excited when I saw the doctor's stats, thinking that a species write-up MIGHT be in the back... but alas.

I have to agree. I cannot wait to run this book with my group.

I'd say I am now getting comfortable with being a GM. Writing and managing everything is a lot to do. But having the books to fit in between my own writing is awesome. Especially when they are so well written and resourceful.

For those who have run this or even part of it. How long did it take your players to complete the parts you have played thus far?

For those who have run this or even part of it. How long did it take your players to complete the parts you have played thus far?

Act 1 took my PCs 3 hours of which they spent about 1.5hrs doing the investigation. However I only have two PCs so that changes timings for certain things.

For those who have run this or even part of it. How long did it take your players to complete the parts you have played thus far?

Act 1 - about 4 hours (4 players). But as I said, they spent most of the time not doing the investigation.

Act 2 - in 5 hours they searched the jungle and the main hull section, almost got eaten by the cybernexu and that's it.

I assume that next time (also 5-6 hours) they'll be doing stuff in the camp and fight the Empire.

For those who have run this or even part of it. How long did it take your players to complete the parts you have played thus far?

Act 1 - about 4 hours (4 players). But as I said, they spent most of the time not doing the investigation.

Act 2 - in 5 hours they searched the jungle and the main hull section, almost got eaten by the cybernexu and that's it.

I assume that next time (also 5-6 hours) they'll be doing stuff in the camp and fight the Empire.

I was trying to work out whether it would be worth prepping for everything in Act II next session but what you said confirms what I thought might be the case. Act 2 looks to be about 8 - 12hrs worth of material judging from your experience.

Thanks!

Arkanian would easy enough, follow human stats except -1 Agi +1 Int, able to view infrared(allow to ignore up to 2 setback dice on combat and perception checks due to deficiencies in vision, ie poor light, occlusion effects-fog for example-, but not from cover or defense), and start with 1 rank of knowledge(education). 10 + brawn wounds, 10 + will strain. 100 xp to start. I dont think that would be too far off the mark.

Edited by syrath

FuzzyLog1cZA and Skie, thank you! That is exactly what I needed to know. I'm about to run this as part of an ongoing campaign and needed to know how much to prepare. I know my four players will spend half their time not doing the investigation as well. Plus I have a few additions to tie it in with the ongoing campaign. So one session for Act I and probably lookinga two for Act 2.

I appreciate the info :)

Edited by PatientWolf