The adventures from the Darkstryder box set handle the major plot beats in the more civilized portion of the Kathol sector. The Kathol Outback (1996), as the name implies, handles the beats as the FarStar penetrates into lesser known regions.

There are some interesting scenarios here, the most interesting being a mostly diplomatic one involving an independent republic. There are slavers and dangerous supply runs too, but mostly the scenarios hinge on auxiliary forces of the fleeing imperials harrying our heroes.
Most of the Outback is uncharted, so a good portion of this part of the campaign involves a mix of Star Trek’s exploration vibes and hard scrabble survivalism that presages the Battlestar Galactica reboot. I think the general consensus is that this makes the campaign feel less than Star Warsy. I think that large swaths of the WEG Star Wars RPG feels not very Star Warsy, so that’s OK by me. I kind of love the idea of a game where everyone is cooped up on a capital as part of a large crew, with shipboard life forcing strange relationships among folks who have to measure their own agendas against collectively staying alive.
That said, this is the volume where the pre-scripted stuff starts to produce dramatic and probably unwanted moments, forcing the departure of one of likely player character and potentially a couple more. I don’t honestly know how I feel about it.



