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kinnison

Beyond the Rim, thoughts (Obvious spoilers)

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I read the book cover to cover and even I noticed a few typos, not enough to obfuscate, but makes me wonder on the value placed on its production.  Overall, it is a well filled out adventure, except the climax seems rather muddled. 

 

Episode 1

 

Really could have used a map for the wheel.  the only map is a rather superfluous map of the hanger.  Instead we are given some highlights of some of the seedier places to shop for supplies. Cross section map of the decks would have been nice, as well as a general location of some of the more prominent establishments.  The adventure in WEG "No Disintegrations" makes it seem like a High Roller Casino, with gambling, and gladiatorial style fights. 

 

Episode 2

 

This is the meat of the adventure, and is my favorite.  Tho again, no map of the base.  All we have is a map of the area and when the crashed ships is, and the river.  Seems like a Bethesda style adventure where you arrive in town and help out everyone's problems or try to convince people to side with you and not the competitor.

 

Episode 3

 

The need to go to Raxus Prime seems rather forced, especially when the only resource Isotech seems to have on the planet a hidden base, and a secret, barely functional corvette.  No contingency was ever made to evacuate the base, or even defend it beyond giving people blasters.

 

Raxus Prime really has only appeared in one of the worst games for SW continuity, Force unleashed.  Some games are bad with messing with continuity, but I think Force Unleashed took it to a whole new level. Jawas? REALLY?  That is all you could come up with?

 

If i run this adventure I will probably replace the Jawas with Ugnaughts, Squibs, or a gang of broken down eclectic salvaged salvage droids.  i would have to map out the survivors base so my players have a visual reference.  and I would have to majorly overhaul the Isotech base on Raxus prime with some elements from WEG "Hideouts and Strongholds" maybe even a temperamental power generator that needs to be activated to power defensive turbolasors and a shield generator.  Have a ground battle as the imperials try to destroy the shield Generators, while attempts are made to make the Corvette flyable so they can pick up the survivors.

 

The finale would be the Corvette literally blasting out of the Garbage (halting the ground battle is a spectacular fashion), and then a few smuggler ships providing cover for the Corvette as it tries to escape the system.  The resources of the shipyard would have been mobilized at the time and even could include a Star Destroyer and it's fighters giving chase.

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I just got this over the weekend, have read about a 3rd of it, but have scanned the whole book. Yes I did notice the lack of detail in describing the encounter locations, and could see this being explained away as 'leaving the details to the GM to customize the encounters to his/her taste' but I really feel it was just laziness on their part. Maybe they will release a supplement with player aids and maps separately to make some more cash? not likely :(

 

I definitely want to flesh it out in more detail before running it. Right now I'm trying to come up with interesting ways to work PC obligations and motivations into the adventure, to make sure they are thoroughly invested in the main story and possibly a few of the sub-plots as well. I don't mind the Jawa's, one of our PCs is a Jawa, and that may make for some interesting role-playing opportunities...and none of our group are overly obsessed with the Star Wars canon beyond the films anyhow. 

 

Of course, I am a stickler for continuity...but even I have only seen the films and read some info on Wookipedia, so none if it betrays canon from my perspective. 

 

I would love to hear some of your other ideas, or see any graphics you come up with detailing the locations mentioned in your post. Likewise, I can share anything I come up with...though I wont be running this for another month or so, so I have some time.

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I'm not happy with the Imperial force that follows them. ISB with a scout ship with ten scout troopers all with speeder bikes = a bit contrived. I'm shocked that 11 speeder bikes fit into that ship along with all of the droids. I would have been happier to see the ISB simply bring 2 squads of stormtroopers (each with a stormtrooper sgt) in a Lambda shuttle since it strains plausibility far less if the ISB simply pulled on what they had at hand.

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I'm not happy with the Imperial force that follows them. ISB with a scout ship with ten scout troopers all with speeder bikes = a bit contrived. I'm shocked that 11 speeder bikes fit into that ship along with all of the droids. I would have been happier to see the ISB simply bring 2 squads of stormtroopers (each with a stormtrooper sgt) in a Lambda shuttle since it strains plausibility far less if the ISB simply pulled on what they had at hand.

I can see your reasoning for this. Its apparent that the author wanted to give the GMs and Players a chance for some good action scenes. Jungle Planet + Speeder Bikes... Sounds familiar.

 

The Imperial presence in this book is pretty minor, changing up how they are organized shouldn't cause an issue. I suppose they wanted to give them some oomph since it's mentioned in the book that the imperials might try and lay siege to the Retreat.

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IMO the Imperials that first appears on the Jungle planet is not much more then a Recon force.  Most everyone is just looking for the ship and maybe some useful data.  No one expects there to be survivors.  I agree the stats for the "DEEP DARK" do not make you think it can hold 2 Lances of scouts and their bikes.  I would just modify it to have 100 encumbrance, and enough room for 12 passengers (the bikes).  Obviously there is some sort of way to quickly get the bikes out of the ship.

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I think the Lambda shuttle could get the job done. Just store a Bike in each Cargo Hold. Since Scout Troopers carry lighter weapons than traditional storm troopers you could conceivably store two more in the weapons locker alone.

 

And that's if the Bikes are non-collapsable. It's highly likely that  forward facing fins and the two and those polls connecting them could be taken off removed for storage and re assembled easily.

 

Lambda-class_T-4a_shuttle_SotG.jpg

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I think the Lambda shuttle could get the job done. Just store a Bike in each Cargo Hold. Since Scout Troopers carry lighter weapons than traditional storm troopers you could conceivably store two more in the weapons locker alone.

 

And that's if the Bikes are non-collapsable. It's highly likely that  forward facing fins and the two and those polls connecting them could be taken off removed for storage and re assembled easily.

 

Lambda-class_T-4a_shuttle_SotG.jpg

 

I don't think, based on this map, you could fit a non-collapsable speeder bike in area 15.  The angles arent right and it isnt deep enough to fit from the center section.

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If you used the Lambda shuttle.  Where would the passengers sleep?  you need at least Triple or Quad bunks for the Passenger/Troops.

Sitting in there seats like on an airline.  It is a shuttle, more like a city bus or a greyhound.  Now maybe if it was a long range shuttle, the inside configuration could carry less personnel but have better amenities. I would like to see if there is a way to design your own interior layout for common SW ships like YT's and shuttles. 

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If you used the Lambda shuttle.  Where would the passengers sleep?  you need at least Triple or Quad bunks for the Passenger/Troops.

In the capital ship that brings them in system, of course...

 

You obviously have not read the adventure and do not realize that is the ONLY Imperial resource in the area.  Pg 72, last paragraph, states it takes 10 days for ISB to bring something else

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If you used the Lambda shuttle.  Where would the passengers sleep?  you need at least Triple or Quad bunks for the Passenger/Troops.

In the capital ship that brings them in system, of course...

 

You obviously have not read the adventure and do not realize that is the ONLY Imperial resource in the area.  Pg 72, last paragraph, states it takes 10 days for ISB to bring something else

 

I most certainly have read the adventure. I also saw where it says that the system containing the Wheel has numerous Imperial craft that monitor comings and goings on the station. I also read that this case was personally assigned by Palpatine, meaning that the ISB could easily use that clout to pull a ship for transportation. As written, they pull a Imperial Survey Corps ship, but it doesn't take any leap of the imagination to realize that they could pull something larger.

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Even something like borrowing a pair of the customs frigates (or the larger light corvettes) that patrol near the Wheel nets you most of the resources you need (frigates carry 10 troops each and would be a challenge but not terribly dangerous to a CR-90, the corvettes would be more of a threat and carry 20 each).I also read that this case was personally assigned by Palpatine, meaning that the ISB could easily use that clout to pull a ship for transportation. As written, they pull a Imperial Survey Corps ship, but it doesn't take any leap of the imagination to realize that they could pull something larger.

 

If/when I use it I'll probably go with a mix of ISB and Scout Corps ships - that way there are opportunities to use the divided motivations against the Imps and allow the group to escape (the Customs guys need to get back to their other duties, the Scouts dislike being dragged into a wild goose chase).  Inter-departmental politics are fun to use against NPCs (for extra fun, make the ISB run afoul of a Sector Ranger's broad jurisdiction in the region, the ISB guy took resources away from one of the operations the Ranger was running, so now the PCs have a potential ally to thwart the ISB as the Ranger goes on the warpath over some intelligence desk jockey ruining his pet projects)! :)

Edited by Bahamaat

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So guys, has anyone run it yet? I'm planning to start next week. My PCs is after a few adventures and has about 175xp (humans), so I'll probably need to scale up the opposition. If you have any thoughts on that, I'll appreciate the help, since I'm fairly new to Edge - and I want some opponents to be a challenge (especially the Rodians).

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@Brother Bart - I did it last week! It has a lot of potential, especially if you have a droid in your party. If not, consider having an NPC droid, somehow important for PCs. Then you can have a classic SW moment: EV: "Join me and together we can rule the galaxy!" 

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So how did it go?  I am running in a couple of weeks, and have read the scenario and I am now going back through each Act to prepare in detail.   For the first Ac1 I am a little confused on how the Investigation should run.  

 

 

 

I like the Streetwise, Computer and Knowledge (Underworld) Charts, but I am confused a bit working through the implementation in the individual scenes.



 

Given how the PC act, how do I choose which chart to roll against? 



 

From a Skill Check Perspective 
Streetwise, I think I can understand using this skill. The core rule book says that this skill can be used when it is needed to deal with criminals or underworld characters. Sure you have to know how to talk the talk to get the information. You have to be Streetwise to get information out of the bartender. But I guess you could also roll against the Knowledge (Underworld) , right?



 

Computer Check: Again, makes sense. I am logging into some computer for information. 



 

Here is the confusing one: Knowledge (Underworld). I read the core rule book, and the knowledge skills are about what the character knows. So how does this apply or differ from Streetwise Check? To me, this should be the knowledge of the NPC in which the PC are talking too right?


 

For Example, lets look at the encounter in the Blasted Asteroid Cantina with Waroon Dak?

First you convince him to talk (Charm or Coerce) and then you negotiate a fee (Negotiate Check) and then you ask questions for the fee. But which questions and chart do you use – Streetwise or Knowledge (Underground) as they both provide different information. Assuming the GM (or Player??) chooses Knowledge (Underground) A character has to roll a knowledge check against Average Difficulty (If he is talking to Waroon, he has already succeeded) so it is a mater of counting Advantages (if any) , but what to stop the character from choosing Streetwise Check?



 

Maybe I am overthinking a bit….

Edited by TheBigE

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You are - the tables are for general, off the screen, information gathering. Then, if/when PCs want to explore the Wheel and meet various NPCs you can use the specific location scenes. Just keep it natural!

 

In my case it was funny/simple. After meeting with Reom and catching the Rodian snitch PCs decided to do quick shopping and not to draw attention to themselves they spent 8 hours on their ship, naturally missing their chance to learn more about Cholganna, the treasure ship etc. Then, Reom's sister contacted them (in my campaign she is their long-time friend) and shouted via her commlink that 'They're taking the droid'. A run to the dock and a firefight with Rodians followed. They got the droid.

 

Luckily I decided to boost the stats, as I said my PCs are around 180xp now, so I made Yav a nemesis, laminate armour, modified heavy rifle, plus 4 minions with pistols and two rivals with vibroswords. It was a tough fight, but Rodians were forced to retreat.

Next week - Cholganna.

My advice so far: PCs should have a really strong motivation not to screw Reom over. Sure, he can threaten them, but the vision of riches in the ship is clouding one PC's judgement (especially that in the previous scenarios he was cheated by the Empire [shadows of the Black Sun] and feels used by the Hutt [debts to pay]). And I can foresee that there might be trouble with them going to Raxus Prime...

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I have only skimmed it so far. I would have liked more detail maps, especially of the Wheel, and more information on the Wheel.

I have not ad the novels/comics or seen the TV episodes or played the computer games in which the Wheel, Raxis Prime, etc feature so I feel a bit lost as to the background. There was some hint that Luke, Leia and Han had recently torn through the Hweel, but no account of what they actually did there and how it would effect the situation the players are walking in to.

Some of the bridging parts and player motivations seemed weak. This seems a common fault with FFG adventures for EotE so far. The connection between act one and act two of Long Arm of the Hutt is similarly weak.

Still, it is a beautifully done module and I consider it worth the price.

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@Dave,

 

No Star Wars nerd here either. I just flat out told my PC's that planets and customs may differ from whatever the hell they may have watched/read. When thinking of what to do after Beyond the Rim, I just took a look at the map to see what systems were nearby. Zygerria pulled my interest and did a quick look up on the wookiepedia. That got me plenty of ideas to throw them in a whole lot of trouble (Zygerria is a slaver world, so there gonna be slave revolts and everything)

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