I picked up this book for a couple of reasons. One was that I simply wanted it in my collection, and the other was that I wanted some ideas for some Star Wars campaigns. What this book ended up providing me with wasn�t exactly what I was looking for.
The book starts off with a brief introduction to what a campaign is, and generally gives you some ideas about what to do, as a game master, to set up a campaign. Sadly, most of this stuff can be found in a myriad of other RPG books, and at least half of it can be found in the main rulebook for Star Wars under the GM section. So, for me, this section was a relative waste of my time. It�s about 10 pages long, so at least it doesn�t waste too much space, but I just wish they would have done a better job of giving really helpful ideas on how to create campaigns.
After the ho hum start of the book, they go on to introduce a campaign, called �The Long Shot Campaign�. Basically, it revolves around a ship called the Longshot and a big adventure (or string of adventures, in this case) that it gets pulled into. To the credit of the authors, this is a pretty good section if you�ve dried up on ideas for your Star Wars games. This campaign takes up 35 pages and contains everything from assorted NPCs and ship stats to animals and a short detailing of a sector of space. There is even a pretty decent floor plan for the Longshot, which gives the GM a good idea on how the ship looks and could give ideas on how to create your own floor plans for ships.
After the Long Shot campaign is done, they go on to talk about another campaign called �The Bissillirus Campaign�. As in the previous campaign, there are a multitude of NPCs that are detailed, some ships that are unique to some of the NPCs, a new sector of space along with a system map for one of the systems in the sector, and a semi-interesting section on rebel cell construction. In this campaign, they even have a couple three maps of places on planets and interior maps of a couple of buildings. All in all, a total of 45 pages for this campaign.
Finally, taking up a teeny, tiny portion at the very end, they have a small section on miniature battles. The situation is one that takes place in the campaign, but it cold be played stand alone. It�s a neat inclusion if you like the miniature rules.
The whole book is a total of 96 pages, and while it has a lot of stuff in it, I was never really a fan of �canned� campaigns. Due to this, I�ve rated this book a little lower, but it�s still not a bad book, just not what I was looking for and not what I would find really useful. If you happen to be out of ideas, though, this book would be a good starting place for you to pick up quite a few.
My rating:

