Star Wars RPG - Fantasy Flight Games

Isn't stuff built during the KOTOR era basically the same? Why not just use the same stats? Which actually is a good lead in for my question, is this version modular enough to do an Old Republic era campaign?

I feel it is, I have restatted a Harrower and a Dynamic easily enough. You can just rename stuff and it will work if you want to go that route as well.
 
Isn't stuff built during the KOTOR era basically the same? Why not just use the same stats? Which actually is a good lead in for my question, is this version modular enough to do an Old Republic era campaign?
You could do a KOTOR era game somewhat well.

I say somewhat because the biggest issue is vehicles- there just aren't enough of them named in the time period. Which in turn leads to a host of other issues, like 'what does warfare look like here' which can be somewhat tricky to answer, and can be fairly critical for the time. There's also an annoying lack of plot hooks for things not directly linked to the games.

Basically, lots of GM side work.

That said, the era in general is (deliberately by Bioware) similar enough that its not hard to slot in.
 
Isn't stuff built during the KOTOR era basically the same? Why not just use the same stats? Which actually is a good lead in for my question, is this version modular enough to do an Old Republic era campaign?

Yep. There's nothing preventing you from just wiping the serial numbers off any core rulebook and saying "this game takes place in X era" unless you go for a real dank spot like, I dunno, Dawn of the Jedi or something. 99% of Star Wars history has Jedi and lightsabers and ships with hyperspace and blasters.
 
It should be. You can reskin starship stats. Most of the tech we see in KOTOR era is similar enough to the Age of the Empire (Blasters a Blaster, Vibrosword a Vibrosword) that you can just use their existent stat lines.
 
This ain't bloody GURPS, dude. Just reskin an X-wing or something.
That takes time. You've gotta sit down with everything you wanna play with and work out what (if anything) it's similar to to then reskin. And you've gotta do that for almost everything in the era. Finding a GM willing to bother with that isn't easy.
 
That takes time. You've gotta sit down with everything you wanna play with and work out what (if anything) it's similar to to then reskin. And you've gotta do that for almost everything in the era. Finding a GM willing to bother with that isn't easy.

You don't have to write a goddamn sourcebook lol. Just stat whatever you think is gonna come up in that game. It should take like an hour tops.
 
So I have some extra money now, thanks to a late graduation gift.

I'm planning to buy Dawn of Rebellion, when it comes out, and then Unlimited Power (because I like wizards), but are there any other must have books? I have all the setting guides for the game except Suns of Fortune (So Lords of Nal Hutta, Strongholds of Resistance, and Nexus of Power), and a couple class books (like the Ace one and the Hired Gun one) that I care about. Are any of the prewritten adventures worth having for resource mining?

Or should I just grab the d6 collection coming out soon?
 
So I have some extra money now, thanks to a late graduation gift.

I'm planning to buy Dawn of Rebellion, when it comes out, and then Unlimited Power (because I like wizards), but are there any other must have books? I have all the setting guides for the game except Suns of Fortune (So Lords of Nal Hutta, Strongholds of Resistance, and Nexus of Power), and a couple class books (like the Ace one and the Hired Gun one) that I care about. Are any of the prewritten adventures worth having for resource mining?

Or should I just grab the d6 collection coming out soon?
Get Special Modifications.

No seriously, get Special Modifications. It's basically the book for tech related classes, which includes little things like slicing and item crafting. I've yet to run a group that didn't use the book in some capacity.

A lot of the other books are situational or campaign specific, but the Bounty Hunter (investigation and knowledge checks) and Smuggler (general space travel and heists) books are generally useful.

Pre-written, Jewel of Yavin is a much love heist for a reason. I like Friends Like These for the lore and the example of mass combat, but that one runs a on a tight timer and is hard- might not be to everyone's taste.
 
I'm planning to buy Dawn of Rebellion, when it comes out, and then Unlimited Power (because I like wizards), but are there any other must have books? I have all the setting guides for the game except Suns of Fortune (So Lords of Nal Hutta, Strongholds of Resistance, and Nexus of Power), and a couple class books (like the Ace one and the Hired Gun one) that I care about. Are any of the prewritten adventures worth having for resource mining?

Special Modifications, for the reasons noted above. Also, of course, at least one of the core books - you probably have them, but you didn't explicitly list them.

I find the class books more useful for mining than the setting guides, TBH. For me, it's class books > setting guides > prewritten adventures.

Or should I just grab the d6 collection coming out soon?

The d6 collection is a different system entirely. Your question is like listing a bunch of different types of apples, then wondering about just getting a bag of oranges instead.
 
Special Modifications, for the reasons noted above. Also, of course, at least one of the core books - you probably have them, but you didn't explicitly list them.

I find the class books more useful for mining than the setting guides, TBH. For me, it's class books > setting guides > prewritten adventures.



The d6 collection is a different system entirely. Your question is like listing a bunch of different types of apples, then wondering about just getting a bag of oranges instead.
I know :p but they all cost me money, and I was wondering what people thought.

And yeah, I own EotE, wanna get FaD at some point, but don't have a campaign that uses the Force so don't really need it yet.
Wait, is this d6 collection the WEG stuff?
Yeah, the WEG d6 main books are being rereleased by Fantasy Flight.
 
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So I bought Special Modifications, and with the last of my graduation money I'm getting the FaD core rulebook and pre-ordering Unlimited Power and Dawn of Rebellion. Really excited for those last two.
 
So I'm thinking about getting a copy of Age of Rebellion, but I'm wondering if I should get the Beginner's guide or just a Core Rulebook. Is the Beginner's guide good enough to use?
 
So I'm thinking about getting a copy of Age of Rebellion, but I'm wondering if I should get the Beginner's guide or just a Core Rulebook. Is the Beginner's guide good enough to use?

The beginner box is useful if you're looking to introduce it to people who haven't played an RPG before, but otherwise you might as well get the core book.
 
The core book has everything the beginners' book has and more. Like Jace911 said, the beginner book is useful if you're introducing this to people who haven't played RPGs before. (And with good guidance, you can use the core book for that too.) Alternately, if you're thinking of running and have never GMed before, it might be a useful introduction to GMing for you.
 
Well my one issue is that I'd be basically introducing an entire gaming group to the system at the same time while likely having to run the game without playing it before hand. Having one core rule book to work from might be a bit messy.
 
Well my one issue is that I'd be basically introducing an entire gaming group to the system at the same time while likely having to run the game without playing it before hand. Having one core rule book to work from might be a bit messy.
Ah, I see what you mean.

When I introduced my friends, I downloaded all the free pregen characters from the FFG website (there's some for all the main products, and for the Force Awakens Box Set too IIRC), which should be enough spread that they can choose a thing they like. That way they're just learning the mechanics as they go, which are actually pretty simple once you've gone through the steps a couple times, since everything uses the same rolling rules. The pregens also have some instructions on them for how to play and stuff, which is super helpful.

The process:
Set up a dice pool -> figure out difficulty -> upgrade difficulty, if needed (should only happen very rarely) -> add boost/setback dice (GM discretion. Boost means they did something that could help the action, setback means something is hindering the action) -> roll dice, interpret.

There are really good handy cheat sheets for ways to interpret the dice, which is super helpful to me as a GM (and to my players). I can dig one up for you here in a sec.

But yeah, once you all figure out interpreting, which is quick once you get going, and easy to start thanks to a cheat sheet, it's all down to RPing the role to play the interpretation. Setbacks are things like smoke in the air, a chaotic battlefield, lack of resources to fully invest the effort into something, etc. Boosts are the opposite, good things that circumstantially help the action. Sort of like ADvantage in DnD5e, but, IMO, a lot more fun to use.

Sorry if that sounds complicated, it's really simple, and I hopefully didn't make it sound to hard.
 
When the dicebot just fucking hates you, Our Life:

6 players roll destiny for the session.

This is what we ended up with.



You will note that in 6 rolls, literally nobody managed to roll a single light side point on the force dice for destiny. That's to say, 6 rolls all below 8, and three of them were 7s (ie. 2 DSP)

Wtf.
 
When the dicebot just fucking hates you, Our Life:

6 players roll destiny for the session.

This is what we ended up with.



You will note that in 6 rolls, literally nobody managed to roll a single light side point on the force dice for destiny. That's to say, 6 rolls all below 8, and three of them were 7s (ie. 2 DSP)

Wtf.
The DM should exchange some of those quickly, though, right? Just means you havd some early setbacks.
 
I need some help on coming up with avenues for the PCs to accomplish a mission. How would a company's board of directors, in this case MandalMotors' Mandal Hypernautics division, go about hiding funding and construction activities from the head of the board, the Imperial liaison to the corporation?

The PCs are supposed to aid in helping the board cover their activities up from the Empire, but I don't know enough about illegal business activities to really give the PCs some indepth plots to help with this. Any ideas?

They were hired by the Zann Consortium to aid in negotiations between the Consortium and MandalMotors, to keep MandalMotors from having a direct link to an illegal criminal organization.

I figured a shell company might be good, but there's still the issue of the Imperial Liaison noticing the influx of cash through that company and getting suspicious.
 
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I need some help on coming up with avenues for the PCs to accomplish a mission. How would a company's board of directors, in this case MandalMotors' Mandal Hypernautics division, go about hiding funding and construction activities from the head of the board, the Imperial liaison to the corporation?

The PCs are supposed to aid in helping the board cover their activities up from the Empire, but I don't know enough about illegal business activities to really give the PCs some indepth plots to help with this. Any ideas?

They were hired by the Zann Consortium to aid in negotiations between the Consortium and MandalMotors, to keep MandalMotors from having a direct link to an illegal criminal organization.

I figured a shell company might be good, but there's still the issue of the Imperial Liaison noticing the influx of cash through that company and getting suspicious.
Put it in Hutt space.

MandalMotors does a lot of business with the Hutts, and of the ship construction type- this is not a hide able fact. So stick it in Hutt space, dodge all the regulations! (Mercenary attacks from Hutts that don't like the Zann Consortium might be a problem. Sorry, did I say mercenaries? I meant independent individuals of piratical descent.)

If you don't want to go that route, you don't need this to be super realistic. Just make sure that whatever means he's using to monitor your group are blinded. Control the reports, deal with the auditors, keep his ISB friends away. Make it so the construction and funds look like it's going valid places.

This is fundamentally an information control exercise, so treat it as such.
 
Put it in Hutt space.

MandalMotors does a lot of business with the Hutts, and of the ship construction type- this is not a hide able fact. So stick it in Hutt space, dodge all the regulations! (Mercenary attacks from Hutts that don't like the Zann Consortium might be a problem. Sorry, did I say mercenaries? I meant independent individuals of piratical descent.)

If you don't want to go that route, you don't need this to be super realistic. Just make sure that whatever means he's using to monitor your group are blinded. Control the reports, deal with the auditors, keep his ISB friends away. Make it so the construction and funds look like it's going valid places.

This is fundamentally an information control exercise, so treat it as such.
Ooh, that's a good idea.

But yeah, the PCs are only there to ensure the deal between the Consortium and MandalMotors goes down, they don't need to keep it going, merely ensure it is started (so that the owners can't incriminate themselves if caught, since the PCs aren't Consortium members and thus the business would technically be legal) and to make sure the Imperial liaison won't stop it to begin with.

They've already ensured the liaison's clan, the clan the Empire is backing (I'm bastardizing new canon with my favorite elements of old legends), has been embarrassed, so the clan is unlikely to raise a stink because it will just weaken their position even more and lose even more Imperial backing.
 
So, I'm off and on writing a campaign for Jedi focused campaign, set starting with the Jedi purge on Katarr by Nihilus.

I wanna maybe run it when I finish the PbP I'm already running on this sight for Pathfinder, although I don't know if I'd run the game on this site.

That said, I''m looking for plot kernel ideas.

So far, I have:
  • evade a Bounty Hunter trying to collect the Exchange Bounty
  • build a lightsaber
  • assaulting a facility that produces synthetic crystals for the Trayus Academy
  • find a holocron

I'm looking for more ideas. I'm planning to make the story last from the purge on Katarr (PCs aren't there, of course, but I'm using that as the starting date) to when Meetra Surik restarts the Jedi order, give or take some months/years depending on how much the players want to take part in rebuilding the order.
 
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