Under a Black Sun or ???

By Red 2, in Game Masters

I'm going to be running my first EOTE game over the break and I'm looking for adventure options. I downloaded Under a Black Sun, and like the fact I can run it in one session and it has pre-gen characters. Are there any other options available out there for me? Does the GM screen have any one-shots with pre-gens? Thanks.

The other good option would be the beginner set, followed by the Long Arm of the Hutt (downloadable PDF). It's a great introduction to the system, and the extra dice are handy.

I've run under a black sun. It was a good adventure, but it took my group 2 sessions to finish it, but I ran that game as part of our main campaign so most of the first session was spent setting up the story.

I have the GMs toolkit adventure but I have not run it. It does not come with pregens.

Whafrog has a good idea. If both you and your players are new to EotE, then the beginner's box is the best way to go. It's a bit linear but for an introductory game, it kind of needs to be. If your player's are veteran roleplayers, just let them know the adventure is a bit of a railroad, but it's for the sake of learning the game.

Good luck!

Thanks for the replies. We actually played the beginner box when it first came out, and at least one of the players (who GM'ed the beginner adventure) has read Long Arm of the Hutt.

I've run both, but I heavily modified them to fit my group and game. I ran Black Sun on Nar Shadda. My group has a Force Sensitive Wookiee and the one place in the galaxy I could imagine he would NOT be on is Coruscant. Had to modify a ton of underworld stuff to make it happen in a manner that satisfied my EU nuts but it worked out great.

They had a blast with Debts to Pay as well. I modified location again to bring it a little closer to Hutt Space. No pregens in this one though.

Edited by Keeop

I ran Black Sun on Nar Shadda.

I too ran this module using Nar Shadaa as the backdrop. Since I wasn't concerned about keeping canon in check, it was an easy change.

Has anyone run the adventure in the back of the corebook? Is it good for new players? Is it too railroad-y?

Has anyone run the adventure in the back of the corebook? Is it good for new players? Is it too railroad-y?

I thought it was good. It was my introduction to the system. The group ran through the beginner box game before I joined up. The GM was a novice, his first time GMing anything, and we played through it without too many hiccups. Make sure if you use the map of the starport settlement as a player aid, remove the location text....the GM plopped the map down and we were like, "Hmm, so lets avoid the spot that says ambush." It is also where we got our first ship. My current co-GM took over with Debts to Pay (from the GM kit), and then I took over with Rendezvous at Ord Mantell (converted by Donovan Morningfire) and rolled that right into Beyond the Rim. We finish BtR this Thursday, then it's either some sort of ramped up version of the Black Sun adventure, or we take a break and play some WFRP 3rd Ed and come back for the new Bespin heist adventure and hopefully AoR will be out not too long after that.

I started my group on Under a Black Sun that I tied into Beyond the Rim, which we are currently on the 2nd episode. They used their own characters from scratch. I do feel a bit restricted though and already can't wait to do a more open campaign. I to have little experience with the EU, only really focusing on the movies and the X-Wing Book series. But I think it will be okay, anything else I need just do some research online before hand.

The adventure that comes with the GM screen is a lot of fun. It's also a good litmus test for the moral bearing of the PCs, who will have to negotiate their own fee while paying for whatever damage they cause. Or they can take the money and run.

Plus, Droids' Rights Activists! Who might escape and become persistent nemeses! What's not to love?

Just finished running Debts to Pay for my group, and it went very well. I'd recommend it.

our group created their own characters, and played through the Beginner Box adventure, and followed up with Long Arm of the Hutt. We're still doing that one, so after, I'm not sure which we'll do next

Has anyone run the adventure in the back of the corebook? Is it good for new players? Is it too railroad-y?

yes, "railroad-y" but not "too" railroad-y.

i like the idea of starting with pre-written adventures, particularly if running as a new GM or for new players, because not only does it give you a good starting point for the story, it also intentionally introduces several diverse key rules for you to test out/practice. as someone who has run a lot of published adventures for other systems too, if this is the route you decide to take, just remember to keep an open mind and don't be afraid to jump off the "rails" and close the adventure. often, even when i start with the scripted adventure, my players will take the adventure in a completely different direction, and that's awesome. ...but the adventure gives you a jump-off point and something to fall back on if the players are slow to direct traffic on their own - sort of like training wheels.

Edited by washer