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Jegergryte

What suggestions do YOU have for modifying the beginner game adventures to fit properly made non-beginner game starting characters?

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The subject line says it all really.

 

The group consists of three players.

 

Two have tried Age of Rebellion - we're still kind of going to finish that one day, but Force and Destiny must be tested before we finish the other or decide to play two games or focus on one. :ph34r: The third player may or may not have tried this system, I'm uncertain. These are minor issues though.

 

How would you tweak the first adventure? The encounters and so on?

 

I gather the adventure is intended for people new to the hobby, but I won't let a funky story go to waste like this, particularly when prep time is at a premium these days.

 

Any suggestion about the second adventure?

Edited by Jegergryte

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Actually, the beginner box adventure doesn't really need any tweaking to account for players not using the pre-gens.  Mostly this is since a PC made using the book won't have a full-blown lightsaber, something that three of the pre-gens (two in the box, one online) do have.

 

About the only tweak that might really be needed is giving the BBEG of the adventure a rank in Adversary, but that'd be true if you were using the pre-gens or not.

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Yeah as written BBEG is underwhelming.  Also might be worth looking at the followup adventure's BBEG.

 

Whatever changes you make to the first one, shouldn't make him scarier than the later one.  So if you upscale, maybe upscale both?

 

Also tie them to the main plot hook (natch)  Probably a good idea to bring Romund up during your character creation.

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Improvised my way to mountain top rescue.

 

Considering the fumbling around and general paranoia, it turned out quite well in the end. I was a bit rusty, but the new player was a good one, which improved stuff a lot.

 

The fight against Malefax was epic. Yes. A Twi'lek sage with a hold-out blaster and no ranks (or force powers), a Mirialan ataru striker (I think) wielding a training saber (no killing!), and a Wookie makashi dude with fists, ancient sword and bowcaster... later joined by the Chadra-Fan soresu defender... they were creative and scared. Malefax was fun to play (at least with the added adversary talent - the psychological effect of the challenge die shouldn't be underestimated.) With some stimpacks and move possibilities. Picking up PCs with move and throwing them over a ledge is ... entertaining. I guess it's perhaps strictly not raw, but it was either that or nemesis combat optional rule. I used opposed Discipline checks and he succeeded only once, but I used destiny points like a madman. There were a total of 8

destiny points in play, one light side paragon and three doubles were rolled.

 

I'm not overly impressed with the beginner game, but then again, it was fun and useful for an evening, next I'll see where it goes... :)

Edited by Jegergryte

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How did you handle the start?

 

I previously noted it might work better by explaining they were all meeting up aware their mentor was introducing a new acquaintance and their meeting place ended up being an ambush where they learned their mentor had been captured and forced to lead the newcomer to a long hidden Temple.

 

Had thought about why not make the foe an Inquisitor and this an attempt by them to acquire more power since they wasn't going to be trained enough to become Sith or as powerful as Lord Vader and the Emperor so trying to gain that power through pillaging a long lost Temple would be well in their nature.

 

But that might also draw too much Imperial attention as I can't help wondering what's to stop the Temple being blown to bits from orbit once discovered?

 

Really wished they provided deck plans for the G-Rigger or whatever ship they can start of with since that would make more sense being able to remain on the move...

 

Is the GM kit's adventure worth looking at?

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I handled the start as in the beginner game, basically in action.

 

I gave them a short introduction on how they knew about each other, at least some of them, and that they'd met when travelling to Spintir, all obviously in the same errand (the player that joined had basically been delayed in traffic ... :ph34r: )

 

Then it was kind of railroady through the first few encounters and then the attack on the temple.

 

I'm going to stay within the frames of the beginner's game with the download too, but I'm definitely going to challenge them more.

 

After the last session doing the downloadable, I'm uncertain about where to go. I'm considering the beta adventure, and then see where that takes me. I can't really see myself going through Beyond the Rim with them, unless they go unsavory and head towards an EotE-style game (which might happen), but Jewel of Yavin could definitely work - just need to make some stats for the jewel...

 

I think the GM's kit adventure is worth looking at, certainly, I've read bits of it. It looks ok, but what do I know.

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By the way, to anyone who's played through this, preferably GMed: did they spare Malefax? And what did you do about that? Mine almost did, but the angry wookiee shot him in the face with his bowcaster when he was incapacitated (yes, tons of conflict was awarded, but not an insane amount all things considered.)

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By the way, to anyone who's played through this, preferably GMed: did they spare Malefax? And what did you do about that? Mine almost did, but the angry wookiee shot him in the face with his bowcaster when he was incapacitated (yes, tons of conflict was awarded, but not an insane amount all things considered.)

I haven't ran the adventure yet, but am going to be GM'ing it tomorrow night. I'm curious what the players will do about Malefax and, as per some of the already helpful suggestions, I'm boosting up his danger level by giving him Adversary 1, Parry 2, and perhaps some other special goodies. I'll let you know the ultimate fate of Malefax after we play on Tuesday. Very excited.

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By the way, to anyone who's played through this, preferably GMed: did they spare Malefax? And what did you do about that? Mine almost did, but the angry wookiee shot him in the face with his bowcaster when he was incapacitated (yes, tons of conflict was awarded, but not an insane amount all things considered.)

Nope.  Malefax wound up going down via a throwing knife right into his black heart.  Of course, he'd been enough of a prick to a friendly NPC that chances of him living to threaten another day were non-existent.

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Just finished running the Beginner Box and it was sooo much fun. I was fully prepared to have the players roll up non-Beginner Box characters, but time constraints forced us to go with the pre-gens. And they didn't really disappoint; at least, not on this evening.

 

As usual, the PCs did things I wasn't expecting and, after invoking the legend and spirit of the Jedi by nobly saving the village from the madness and Dark Side corruption that was ripping it apart, the PCs (Belandi, Pon, and Serenda) took on Malefax. During the very first attack Pon smacked him good with his lightsaber. The players cheered and whooped when Pon got a Triumph plus enough Advantage for an additional crit, but when the crit roll ended up only being a seemingly measley 12, they got dismayed until that "Sudden Jolt" caused Malefax to drop his Ancient Sword, at which point the players began to cheer again. By the top of the Round 3, Malefax was decapitated and the PCs stood victorious.

 

I had kind of hoped the PCs wouldn't kill Malefax, because the Devaronian was starting to grown on me (as an NPC with a Bale/Batman gravelly voice), but ultimately a lightsaber with Breach in the right hands is just too formidable and unforgiving. All in all, a fun time was had by all.

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Couple of thoughts on the beginner game adventure-

 

- It's very railroad to the point of telling the players what their characters are doing.

- The end baddie is almost trivial. He needs beefing up and more enemies adding in.

 

But otherwise it's quite enjoyable.

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Couple of thoughts on the beginner game adventure-

 

- It's very railroad to the point of telling the players what their characters are doing.

- The end baddie is almost trivial. He needs beefing up and more enemies adding in.

 

But otherwise it's quite enjoyable.

Sadly those are traits common to all the Beginner Box adventures.

 

The AoR one comes the closest to averting that trend, but only because the PCs have more choices in how they proceed to take down the Imperial base, and that the major villain is in an AT-ST instead of on foot, though the PCs are on speeder bikes with some beefed-up lasers instead of the stock blaster cannons.

 

EotE's "Escape from Mos Shutta" was just as bad in terms of dragging the PCs from plot point to plot point, and with the right characters in the group the BBEG got sqaushed.  However, I've heard a number of tales of groups getting TPK'd in the final escape sequence, which as the PCs in a freshly stolen YT-1300 having to deal with a quartet of TIE fighters.  Been a while since I read the module, but fairly sure it suggests pairing the TIEs into groups of two, with some of the TPKs coming up because the TIEs were grouped into a single minion group of 4, making them extremely deadly in space combat (almost certain to hit with plenty of successes and enough Advantage to trigger the Linked quality on the TIE's laser cannons).

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