What books should I have

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

A recent post I read (a discussion of a book that recently got a street date I believe) got me to thinking about what I want in my "FFG" library.

I happen to love EotE. For me, best Starwars game ever in my opinion. My players are all loving it. After life forced me to leave one group, I created a new one somewhere else. So I have only been GMing it for a few months between the 2 groups.

All I have at the moment is the EotE core rulebook. I know that AoR is in beta (though I am not part of that process for FFG), and now I am hearing about a third book that doesn't sound like an adventure/campaign but more of like a sourcebook, which books do I want in my Starwars game?

I Love EotE. I do not anticipate getting AoR because I am not really interested in adding the military aspect of the universe. Of course, if I have the idea wrong with the book I will of course review the possibility of it. I do plan, for now to buy FaD in 2015 or whatever.

What about other books that are at least in the fire, if not looking at beta )I haven't seen a release schedule or anything so I don't know what news I have missed.

For starters, I'm going to ignore published adventures. There are two, and if you want them that's entirely up to you.

There are three books that we know of, and several more we can infer. The first is Enter the Unknown: a sourcebook primarily for Explorers or exploration based campaigns. The second is Suns of Fortune: a book devoted to the Corellia System. Third is Dangerous Covenants: a sourcebook for Hired Guns and for heavy combat campaigns.

Past that, it's easy to predict that there'll be a book for Smugglers, Bounty Hunters, Colonists, and Technicians as well. The other books are a bit harder to predict.

More detail can be found in the news sidebar on the EotE product page.

Don't ignore the option of compendium resources for the Star Wars universe as a whole.

The Atlas in EotE scratches the surface. Barely.

I got the Star Wars Atlas for Christmas this year.

Holy SpaceBalls.

I also got the Vehicle Cross-Sections.

Let me tell you, that is not just plain old Yogurt.

Expand your view, expand your game.

There are also A LOT of player made resources that add a whole new depth to the game. Don't be afraid to dip your toe in there to see what can be seen. And don't be surprised when a pet Rancor grabs your toe and feeds you to HIS pet Sarlacc.

A couple of years ago, I bought this baby:

http://www.starwars-universe.com/images/actualites/Litterature/encyclopedia.jpg

It is still beside me whenever I gm a game. Along with the aforementioned Atlas these are my go to resources. I tried using Wookiieepedia on an iPad when gaming but somehow I like the feel of paper when I game so much better.

Also, I would advice against ignoring the adventures as they supply you with lots of really fleshed out new locations, new adversaries, new NPC's that even if you wouldn't play the adventure itself you would still get your money's worth.

I am liking pretty much all releases so far (though I did not buy any of the beta releases) and my favorite actually was the beginner game. It provided us with so many tools for so little money and it helped my players to learn the game so easily.

Also, I would advice against ignoring the adventures as they supply you with lots of really fleshed out new locations, new adversaries, new NPC's that even if you wouldn't play the adventure itself you would still get your money's worth.

This. The Beyond the Rim adventure is an awesome resource for a GM even if you never run the adventure. Three locations (a space station and two planets) fleshed out and NPCs therein. Very much worth more than the adventure.

Thanks for the input. I plan to get any reasonable sourcebook and supplement that isn't AoR or resources for those careers. I will not buy adventures or campaigns, but I might by a campaign suppliant if it includes new coolness for the GM like fleshed out planets and such.

If you haven't played the old D6 version, then you're missing some great sourcebooks, like Galaxy Guide 6: Tramp Freighters (lots of ideas for smugglers), Galaxy Guide 11: Criminal Organizations, the various Platt's Guides, etc...

It sounds like the new adventure will basically be like a Bespin supplement, which is pretty cool.

I own the Essential Atlas, and I agreed with everyone else that it is super helpful and rocks.

(If you have the Atlas, be sure to check out the online companion: http://starwars.com/atlas/index.html )

Is the Cross-Sections book (or any of the other Essential books) worth the money for GM'ing?

Edited by Grimmshade

We played Edge today using content for Enter the Unknown today. That book was the hit of our table. They really like the new weapons and gear from it, and my player had a blast with his Big Game hunter and his shotgun.

It sounds like the new adventure will basically be like a Bespin supplement, which is pretty cool.

I own the Essential Atlas, and I agreed with everyone else that it is super helpful and rocks.

(If you have the Atlas, be sure to check out the online companion: http://starwars.com/atlas/index.html )

Is the Cross-Sections book (or any of the other Essential books) worth the money for GM'ing?

If you can think critically and figure out what makes sense for each vehicle based off of what we already know, I think it makes an excellent tie in. It offers several unique possibilities for encounters and potential adventures.

Liiiiiiike say the group wants a Droid Control Ship from the old Trade Federation.

Now, not only do you as a GM have a better understanding of how it works, what it looks like (interior) and what it would take to run one or over-run one, you can also validate giving them an excuse to hunt down one of those relics on the Fringe.

>: D

Edited by Serif Marak

I were just GMing, in addition to the CRB, I'd buy the campaign setting stuff (Suns of Fortune), not the adventures, and if my players wanted the "class books" (Enter the Unknown, Dangerous Covenants), it would be up to them to make the purchases.

I found the career books msy not be the gm tool that we were hoping for. Enter the unknown only provides info of use to me as a player. The info they do provide was informative, but nothing new under the sun. As a gm resource I was disappointed.

Perhaps Dangerous Covenants and Suns of Fortune will be differrent.

I would recommend beyond the rim, if for no other reason as it is a good guide on hkw to craft an adventure for this system. It also provides a framework of running a game where the players don't succeed and keeping it fron derailing the adventure.

As far as the game line goes, I mostly GM and I'm buying everything except the adventures. I liked what was in Enter the Unknown, even if nobody ever plays the Specializations I find the equipment, vehicles, and Droids useful to me as GM.

And, I'll be breaking my no Adventures rule soon, as I plan on buying the Bespin one.

Honestly, Beyond the Rim is really worth for the extra content. I'd go so far to say its very nearly 50/50 adventure/content.