I'm realizing my players (for the most part, anyway) are looking for something totally different from our game than I am.
I posted this on another forum. The setup is my players are working for a Hutt and were tasked with collecting owed protection money. Before they can meet him, the casino owner gets kidnapped in a daring daylight raid on his casino. They manage to track him down and 'rescue' him before the Imperial authorities do, where we pick up...
I may have overestimated my players.
Last night's session started with the players interrogating one of the surviving kidnappers and the casino ownwer. It comes out that the kidnappers were hired by the business magnate for reasons the casino owner can only guess at, and that the casino owner is under the thumb of ISB and has been for months. He says he stopped paying the players' Hutt boss to isolate him from the ISB investigation, and that ISB has been monitoring his operation to find all of the loose threads of funds going to the Rebellion through his organization (something he wasn't aware was happening before ISB told him).
He's grateful for the rescue, but it quickly becomes apparent that he's escaped the pan and fallen into the fire. They demand a rescue fee, money owed to the Hutt, some sweetener on top of that, and a new ship, all told about 200k. He says he can't move much more than daily expenses (2-5k) without ISB being all over it. They are unrelenting in their demand for money and a ship, so he eventually agrees to a payment of 50k and getting them a ship I don't remember the name of. He asks to be taken to an upscale hotel where he has a room.
They get there and go through the freight entrance without arousing any suspicion and take the lift to his floor. As he gets off the elevator, he realizes the thugs took his key card, and they have no way to get into the room. They call down to the front desk and make their way to the door to wait for someone to come let them in. The casino owner tries to subtly knock on the door but gets noticed, then everything goes to ****.
Being under the thumb of ISB, he's been forced to stay at this hotel with ISB in the room next door doing their thing. So the next door over opens up, head pokes out to see my psychopathic rodian player leveling the giant sniper rifle he brought with him, then slams the door. Casino owner uses this distraction to make a break for it.
Chase scene! One player follows him down the stairs while the other two take the elevator. After several minutes, one of them catches him in a straight hallway and puts a blaster shot through his leg. Meanwhile, outside, their pilot quickly realizes the po-po are en route and coming in hot. The players agree to meet on the roof to try to escape with their captive.
Inside, someone shuts down the elevator as the players are 5 floors from the top, so they have to get out and hoof it up the stairs. On the roof, all at once, their ship lands, a transport full of stormtroops lands, and the players with their captive bust out from the stairwell. That's where we ended the session.
Don't get me wrong, it was fun. But, my players have consistently ignored any larger plot development, made enemies of almost every NPC they've encountered, and pursued money to the exclusion of all else. It's getting ridiculous. Introducing the ISB and the Rebellion elicited nothing .
So that's where we're at. We're still new to this system, but it seems like so far my players are interested only in getting credits, consequences be damned.
I almost think I should just give it to them. Shower them with more credits than they know what to do with, then see where they take it now that they have no allies anywhere.
So what's a good way to handle this kind of disconnect?