My current game will be ending due to moving, but I already have the makings of a new group (3 members so far, with another 2 on the fence depending on scheduling). With that, my brain has been running through a plethora of ideas of how to get them started to introduce them to the game without feeling as though the entire galaxy is at their fingers (which has lead to a good number of games having issues as players tick off someone in one area and then run off to the next).
That said, here's the collection of ideas I have to make a party "Planet Bound" at the start.
1) Shipless on Selonia
Any planet will do, I just couldn't say no to a chance at alliteration.
The party begins without a ship for some reason and are stuck on a planet; perhaps it was destroyed in a crash landing, it is currently in the shop for some massive repairs, it's been impounded or stolen, or simply the party is without a ship and arrived at the current location as a "layover" that has been delayed by something (like the destruction of Alderaan).
The party is approached by someone that has heard of their reputation for getting jobs done and makes a deal with them: if they do a few jobs and do them well, they will be given a ship from the local yard, entirely legal and in their name.
Of course, they won't be getting paid for the jobs; that's what the ship is for.
This method also can help the party pick out a ship that may be a bit more expensive (my group originally wanted a YT-2400 as their starter, but changed their minds after seeing a few of the homebrew ships out there) or even give them an opportunity to use other ships and pick the one they like most.
2) Business is Business
The party actually doesn't even HAVE a ship, and have been doing a rather good job making money by staying "home" or chartering transportation (or even renting ships) to get to other locations to work for people that have heard of them.
With this approach, I've been considering the following:
--Give the party 120,000 credits.
--Allow them to purchase a location to act as their base. 10,000 for something small, like a pair of rooms, up to 100,000 for a large, multi-floor building. This can, of course, change from planet to planet; 50,000 on Coruscant won't get them nearly as much as Tatooine, for example.
--Allow them to do what they will with the rest of the cash; vehicles, medical droids, bacta tanks, tools of the trade, contacts/bribes, etc.
This way, the party can set up a "party fund" or a true "home base" but will be without a ship until they decide to purchase one.
This approach is also nice if the party doesn't have set goals besides making money, and you want to help create that living world of consequences with them.
3) Interdicted
The party is, for some reason, stuck on an interdicted planet, and acquiring a ship with a hyperdrive is nearly impossible as they have all been destroyed or the hyperdrives have been ripped out.
They hear rumors of one (or more!) ships that can get them offworld, but they'll need to find some way to steal them or to get close enough to the owner to allow the party passage offworld as a crew.
Or perhaps they wish to build a ship from the various hulks still around (Beyond the Rim, anyone?). . .
Those are the three I have on hand, but I'm all ears for other ideas that I may be overlooking. The basic goal is to give the party members a reason to work on planet while not giving them a very easy way out (like their own ship if things go south).
Anyone have any input?