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Star Wars must buys?
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<blockquote data-quote="reverendkeith" data-source="post: 1571957" data-attributes="member: 15384"><p>Thanks to Knights of the Old Republic, it looks like I might be able to get my players to actually play a Star Wars RPG campaign. I'm interested in setting a game in a similar "before the prequels" setting, where I have free reign to make up whatever I want... but still have all the Star Wars trappings about to keep the flavor of the game.</p><p></p><p>I'm looking at picking up a few more books to my collection, but I'm not made of cash, nor know what my upcoming campaign will even involve. The only books I own are the core rulebook (revised) and the Starships of the Galaxy (which I think is pre-revised).</p><p></p><p>So, I am turning to everyone here for advice. Does this list (starting with most desirable to least) sound reasponable?</p><p></p><p></p><p>* The Hero's Guide seems like the next "must purchase", since it's chock full of crunchy stuff. </p><p></p><p>* The Ultimate Adversaries sounds like an updated version of Ultimate Alien Anthology (I'm guessing here), sounds like it will have plenty of templates, aliens and critters to work with. Whether the PCs are Jedi or smugglers, they will run into a variety of aliens or critters, so this sounds like a useful purchase. I just don't know the value of UA compared to UAA. *shrug*</p><p></p><p>* Power of the Jedi seems pretty useful, since odds are the game will probably involve Force powers in some shape ... it's star Wars, after all. What about the Dark Side Sourcebook, though? Does it have any useful stuff despite being from the pre-revised books? Does Power of the Jedi cover the Dark Side enough?</p><p></p><p>* Arms & Equipment guide looks like it should satisfy any mechanical geek stuff I might need... however my games tend not to have a heavy "gear" focus to them. Still, it sounds useful.</p><p></p><p>* The Galactic Campaign Guide sounds like it is completely lacking in crucnh, and the campaign ideas are probably not what I need. I'm not even remotely looking at playing a game in the default three eras, and I'll probably be making up groups, factions and antagonists as I go along. Beyond having premade location maps and a name generator, it looks like this book could wait until I picked up the ones above. Am I off base?</p><p></p><p>* Geonosis and Coruscant books look interesting, but I won't be playing the game with diehard Star Wars fanatics to correct me when I describe Yavin different than the books. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Besides, there might be a good non-game book Star Wars atlas that covers these locations with enough detail so I don't need to pick up these books.</p><p></p><p></p><p>Speaking of useful non-game books for running a Star Wars campaign, anyone have any suggetions? What is out there that is invaluable encyclopedias, maps, or reference books?</p><p></p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="reverendkeith, post: 1571957, member: 15384"] Thanks to Knights of the Old Republic, it looks like I might be able to get my players to actually play a Star Wars RPG campaign. I'm interested in setting a game in a similar "before the prequels" setting, where I have free reign to make up whatever I want... but still have all the Star Wars trappings about to keep the flavor of the game. I'm looking at picking up a few more books to my collection, but I'm not made of cash, nor know what my upcoming campaign will even involve. The only books I own are the core rulebook (revised) and the Starships of the Galaxy (which I think is pre-revised). So, I am turning to everyone here for advice. Does this list (starting with most desirable to least) sound reasponable? * The Hero's Guide seems like the next "must purchase", since it's chock full of crunchy stuff. * The Ultimate Adversaries sounds like an updated version of Ultimate Alien Anthology (I'm guessing here), sounds like it will have plenty of templates, aliens and critters to work with. Whether the PCs are Jedi or smugglers, they will run into a variety of aliens or critters, so this sounds like a useful purchase. I just don't know the value of UA compared to UAA. *shrug* * Power of the Jedi seems pretty useful, since odds are the game will probably involve Force powers in some shape ... it's star Wars, after all. What about the Dark Side Sourcebook, though? Does it have any useful stuff despite being from the pre-revised books? Does Power of the Jedi cover the Dark Side enough? * Arms & Equipment guide looks like it should satisfy any mechanical geek stuff I might need... however my games tend not to have a heavy "gear" focus to them. Still, it sounds useful. * The Galactic Campaign Guide sounds like it is completely lacking in crucnh, and the campaign ideas are probably not what I need. I'm not even remotely looking at playing a game in the default three eras, and I'll probably be making up groups, factions and antagonists as I go along. Beyond having premade location maps and a name generator, it looks like this book could wait until I picked up the ones above. Am I off base? * Geonosis and Coruscant books look interesting, but I won't be playing the game with diehard Star Wars fanatics to correct me when I describe Yavin different than the books. ;) Besides, there might be a good non-game book Star Wars atlas that covers these locations with enough detail so I don't need to pick up these books. Speaking of useful non-game books for running a Star Wars campaign, anyone have any suggetions? What is out there that is invaluable encyclopedias, maps, or reference books? Thoughts? [/QUOTE]
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