Worlds of Adventure
The many worlds of the Star Wars Dungeons and Dragons game are places of mysticism and monsters, of brave warriors and spectacular adventures. They begin with a foundation of science fiction and fantasy and then add the creatures, places, and mystery that make these worlds unique.
Naturally, this conversion is designed to explore the myriad worlds of the Star Wars universe. I personally designed it to be used in the Old Republic era as characterized by the Knights of the Old Republic games and The Old Republic MMORPG. Utilizing this timeframe allows greater justification for a prevalence of force-wielders.
All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and species, fantastic geography, ancient ruins, and scheming villains. Some worlds are dominated by one great story, like the Separatists' war on Ord Mantell. Ultimately they're all Star Wars worlds, and you can use the rules in this book to create a character and play in any one of them.
Your GM might set the campaign on one of these worlds or on one that he or she created. Because there is so much diversity among the worlds of Star Wars, you should check with your GM about any house rules that will affect your play of the game. Ultimately, the Game Master is the authority on the campaign and its setting, even if the setting is a canon world.