Henry
Autoexreginated
Sounds like a question made for me to answer... 
Early this year we wrapped up a 14-episode Star Wars game set in the new Jedi Order Era. I GM'ed the game using d20 rules. The players went down the lightning pace from 1st to 13th level (!), being the part of a special New Republic Intelligence Agency, Known as the Republic Agency of Interior Directives (RAID). The game was set during the New Jedi Order, and in order to proceed, I had to do something quite novel (or should I say, "un" novel):
I set the events up to the Book, Jedi Eclipse, and then I threw the rest of the continuity screaming from the second-story window. I told the players that I did not care what happened to the continuity from this point, and that some characters may do vastly different things from the book. This gave me total carte blanche to play my game, and not try to tip-toe around the events of future novels.
My in-game reasoning was simple: I picked this campaign up from the DM of a previous (D6 system) Star Wars game. He, previously, had taken it over from me back in 1999, and introduced time-travel on a massive scale. I simply used the reasoning that this was the same universe, and although his time-travel plot had wrapped up with the universe back to being the same, I added the plot that not ALL of the events had been restored perfectly.
Incidently, The events followed pretty well, and I even included the Invasion of Coruscant.
In a nutshell:
--The PC's were recruited by RAID after two of the team was rescued by the rest of the team (using the events of "Rendezvous at Ord Mantell" in Star Wars Gamer #1).
--The PC's had to conduct an evacuation of the Re-opened Bilbringi Shipyards, under Vong attack. They recovered a Dovin Basal intact in this maneuver, something that was quite rare.
--The PC's conducted a diplomatic mission to prevent a core world from seceeding; A dark-jedi-would-be-sith was responsible, because the middle of a war is the perfect time to hatch dark plots to get your enemies to fight one another. One of the PC's developed a romance with the Ruler of the world, even! (I say "developed" - in truth the player didn't feel like pursuing it, and couldn't figure out a way to break it to the love-sick puppy!)
--The PC's had to find and shut down some Thalassian Slavers, and subsequently be rescued from a backwater planet covered with Gigerian Aliens.
--The PC's then tracked down and raided said Thalassian Slavers, uncovering several ships and armaments for RAID in the process.
--They had to aid in the Coruscant invasion.
--They spent several sessions on the run from Yuuzhan Vong, all the while one player received revelations that his PC was more than even he realized.
--Using the events of one of the adventures in the tatooine Sorucebook, I revealed that the PC in question was from a totally different time, and carried the key to the Republic's (Once again the Rebellion's) salvation. The Republic was by this point only in control of about 30% of the galaxy, and rapidly shrinking!
--The party tracked down clues to the PC's past, and successfully learned that his father (a PC from the previous Star Wars Campaign, played by him, no less!), along with several other of the party members from the previous party, travelled to the future, foresaw the total domination of the Yuuzhan Vong of the galaxy, and enacted plans to prevent the Yuuzhan Vong from destroying all the plant life on Ithorr.
--The PC's then spent the last sessions tracking down (1) the first PC's near-relic lightsaber, (2) The hidden research center established by the time-travellers, and (3) the last known Super-Star Destoyer left.
I ended the campaign on a happy note, with the Vong in retreat, the Republic-in-exile reclaiming up to half the galaxy, and the PC's asked to become Generals of the fleet that was being assembled to push the Yuuzhan Vong back to their own galaxy, and if possible, beyond that! Thanks to research of the Dovin Basal that they recovered, a new Hyperdrive/Graviton Technology was developed that the Fleet could use to traverse the vast distance between galaxies in a fraction of the time - only a few years or so.
We had a blast with that campaign - it had romance, it had greed, it had more action than the player knew what to do with, and it spanned approximately 75% of the Star Wars Galaxy!
One of my favorite quotes from that campaign, when one player found out that the time-travellers had come through Tatooine in their travels:
"Tatooine! Tatooine! It's always *** ****ed Tatooine! For the dustiest ball of nothing, it's got everybody and their *** ***ed grandma traipsing through it!"

Early this year we wrapped up a 14-episode Star Wars game set in the new Jedi Order Era. I GM'ed the game using d20 rules. The players went down the lightning pace from 1st to 13th level (!), being the part of a special New Republic Intelligence Agency, Known as the Republic Agency of Interior Directives (RAID). The game was set during the New Jedi Order, and in order to proceed, I had to do something quite novel (or should I say, "un" novel):
I set the events up to the Book, Jedi Eclipse, and then I threw the rest of the continuity screaming from the second-story window. I told the players that I did not care what happened to the continuity from this point, and that some characters may do vastly different things from the book. This gave me total carte blanche to play my game, and not try to tip-toe around the events of future novels.
My in-game reasoning was simple: I picked this campaign up from the DM of a previous (D6 system) Star Wars game. He, previously, had taken it over from me back in 1999, and introduced time-travel on a massive scale. I simply used the reasoning that this was the same universe, and although his time-travel plot had wrapped up with the universe back to being the same, I added the plot that not ALL of the events had been restored perfectly.
Incidently, The events followed pretty well, and I even included the Invasion of Coruscant.
In a nutshell:
--The PC's were recruited by RAID after two of the team was rescued by the rest of the team (using the events of "Rendezvous at Ord Mantell" in Star Wars Gamer #1).
--The PC's had to conduct an evacuation of the Re-opened Bilbringi Shipyards, under Vong attack. They recovered a Dovin Basal intact in this maneuver, something that was quite rare.
--The PC's conducted a diplomatic mission to prevent a core world from seceeding; A dark-jedi-would-be-sith was responsible, because the middle of a war is the perfect time to hatch dark plots to get your enemies to fight one another. One of the PC's developed a romance with the Ruler of the world, even! (I say "developed" - in truth the player didn't feel like pursuing it, and couldn't figure out a way to break it to the love-sick puppy!)
--The PC's had to find and shut down some Thalassian Slavers, and subsequently be rescued from a backwater planet covered with Gigerian Aliens.
--The PC's then tracked down and raided said Thalassian Slavers, uncovering several ships and armaments for RAID in the process.
--They had to aid in the Coruscant invasion.
--They spent several sessions on the run from Yuuzhan Vong, all the while one player received revelations that his PC was more than even he realized.
--Using the events of one of the adventures in the tatooine Sorucebook, I revealed that the PC in question was from a totally different time, and carried the key to the Republic's (Once again the Rebellion's) salvation. The Republic was by this point only in control of about 30% of the galaxy, and rapidly shrinking!
--The party tracked down clues to the PC's past, and successfully learned that his father (a PC from the previous Star Wars Campaign, played by him, no less!), along with several other of the party members from the previous party, travelled to the future, foresaw the total domination of the Yuuzhan Vong of the galaxy, and enacted plans to prevent the Yuuzhan Vong from destroying all the plant life on Ithorr.
--The PC's then spent the last sessions tracking down (1) the first PC's near-relic lightsaber, (2) The hidden research center established by the time-travellers, and (3) the last known Super-Star Destoyer left.
I ended the campaign on a happy note, with the Vong in retreat, the Republic-in-exile reclaiming up to half the galaxy, and the PC's asked to become Generals of the fleet that was being assembled to push the Yuuzhan Vong back to their own galaxy, and if possible, beyond that! Thanks to research of the Dovin Basal that they recovered, a new Hyperdrive/Graviton Technology was developed that the Fleet could use to traverse the vast distance between galaxies in a fraction of the time - only a few years or so.
We had a blast with that campaign - it had romance, it had greed, it had more action than the player knew what to do with, and it spanned approximately 75% of the Star Wars Galaxy!
One of my favorite quotes from that campaign, when one player found out that the time-travellers had come through Tatooine in their travels:
"Tatooine! Tatooine! It's always *** ****ed Tatooine! For the dustiest ball of nothing, it's got everybody and their *** ***ed grandma traipsing through it!"