I thought some might find this useful.
http://sweetaddict.tumblr.com/image/71334796642
This is a picture of an Imperial Refit Gozanti Cruiser. The reason I mention this first is because this will be the focus of the game. The players will start as an imperial crew of one of these vessels.
The party will do several missions as imperials, untill during one mission they are given reason to doubt what they are doing. Ot will be up to them to decide whether to jump ship, mutiny or what not.
The reason I went with the gozanti imperial refit cruiser is that it is a small ship, so I can make every crew member a person, rather than just a stat block. If the players' characters have ties to the people on the ship, they may try to sway them.
Other advantages of this ship is that while the four TIEs provide options for pilots. As well as most other careers in Age of Rebellion. The gozanti is the only ship with hyperdrive so the players can't scoot away in the fighters. It is not a large ship so any talk of rebellion must be handled carefully. Should the players succeed they will have a powerful vessel, and possible allies
Character wise - only human. Though correllian and other human variants should be allowed. Possibly a droid if a really good reason, as I suspect droids are regularly memory wiped on imperial ships/installations.
The starting option will be the 2500 credits for gear, which must be imperial. Though certain non standard may be allowed with good story reasons.
Every NPC will have an ally or enemy gage. Performing certain missions or roleplay scenarios will raise or decrease these values. I imagine this working on percentile role when the mutiny day comes.
The passenger berths become crew berths. With a maximum crew of 24 then, there will be lots of NPCs to create/manage but the effort, I hope will be worth it. I plan on writing crew for every spot on the ship, 24 in total, and just removing npcs where the players career overlaps.
As the players complete missions for the empire, the will acrue duty as per the rules, but with a focus on imperial tech. So a TIE interceptor could be requsitioned, but not a x-wing for example. So, improving imperial duty has advantages and may be easier to gain, but any imperial upgrades will make getting eventual rebel duty harder.
This is all in planning stage, but it is my hope that I can publish the Characters, rough story outline and missions as a document for all to use if they desire.
As I write characters and missions, I'll post them, to be compiled in a final document.
Cheers,
That Blasted Samophlange