Holocron

Adventuring

Player's Handbook · chapter

Delving into an ancient Sith tomb, slipping through the Black Sun territory of Coruscant, hacking a fresh trail through the thick jungles on the forest moon of Endor—these are the things that Star Wars adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.

This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures.

Whether adventurers are exploring a dusty dungeon or the complex relationships of a noble court, the game follows a natural rhythm, as outlined in the book's introduction:


1. The GM describes the environment.

2. The players describe what they want to do.

3. The GM narrates the results of their actions.


Typically, the GM uses a map as an outline of the adventure, tracking the characters' progress as they explore enclave corridors or wilderness regions.

The GM's notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers' actions determine what happens, so the GM might use a timeline or a flowchart to track their progress instead of a map.

In this chapter1Time2Movement3The Environment4Social Interaction5Resting6Between Adventures