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Post by ninjabunny on Aug 11, 2014 3:15:54 GMT
So I have been running the adventure module "beyond the rim". Broken into three "episodes" the adventure combines EU mythos of the old republic, the clone wars and empirical era. The adventure and art work found in the book are all well done, giving detailed information and helpful guidelines on how to use any character class and motivation and obligation to draw the players into it. Though heavily an adventure module the book contains source metiral useful for any game. Details on Raxus Prime, the wheel station, and the home planet of the Nexu. Also detailing a few criminal organization and "business" which real add more depth and flavor to the game. These things being detailed in away to keep them from being only useful in the adventure many game master can add them to the games they are running. As for the adventure itself. It has several Star Wars elements that extend to the EU (old republic) and clone wars. The adventure basically starts by talking about a banking federation capital ship that tried to escape the last days of the war as the empire was forming and order 66 was carried out. In a attempt to escape the ship is hit and disappears into hyperspace with a fortune not only in money driods and equipment but also a doctor who has plans and working old republic cybernetics. The book does not go I to great detail about the cybernetics (I assume they did it on purpose). I don't want to talk about to much of this book because gms May demo it at cons or some of the resident gms and players may not like having it spoiled for them. That being said I rate the book at 3 1/2 lightsabers out of five! It is an adventure module and has only limited source metiral in it, making a nice side buy but not a must have.
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