Running a party scene? (Act II of Long Arm of the Hutt)

By Thaarsten, in Game Masters

I'm 3 sessions into EotE with a group of friends and it's been going extremely well so far. We are now up to the second act of Long Arm of the Hutt module (link at the end of this post) called Genosian Negotiations. This act is mostly concerned with a party (as in drinks and canapes) where the PCs want to get information out of the guests. The module gives lots of detail about how the guests act when confronted by the PCs and what they know etc but that's it.

What should I do when running this scene to make it more than the party drifting from person to person until everyone is talked to? I need some advice on how to make this a sort of natural and "busy" scene rather than a box full of dialog.

http://www.fantasyflightgames.com/ffg_content/StarWarsRPG/edge-of-the-empire/beginner-game/Support/Bonus%20Adventure/Low%20Rez/Long_Arm_of_the_Hutt_LR.pdf

Caveat: I skipped this scene when I ran it: it wouldn't have been interesting to my players.

Another caveat: I'd certainly drop the "two dukes" thing. Have party be hosted by a duke who'd been double-crossed by Teemo . The PCs can get some information and persuade him to get revenge.

The basic principle is to make the NPCs "grabby", which means give them objectives they'll pursue and that they need the PCs to achieve those objectives. At lot of the NPCs as written have no reason to interact with the PCs. If nothing else, the buyers will be looking for smugglers to move what they buy here.

Another principle is that while the NPCs may have secrets, the GM doesn't. The GM has cool things they want the PCs to discover or work out.

I'd have the PCs be on a mission to trade the latest shipment of ryll (from New Meen) for guns (for the Rodian militants) from the Duke.

Ota works for Jabba, who's heard rumours that Teemo's trying to set up an independent operation. It the PCs can provide evidence of Teemo's purchase of battle droids, Jabba will covertly assist the PCs in taking down Teemo.

Make at least one of the guests at the party be Teemo's representative, trying to smooth things over after the payment for the latest battle droid shipment went missing (Teemo double-crossing the Duke, though the Duke doesn't know that yet).

Generally, I think that's a scene that needs quite a bit of revision to make work.

I have not read Long Arm of the Hutt as I do not like to run modules (and I didn't get the beginner box), but I have a bit of experience with running party scenes (I blame Victoriana and 7th Sea).

My usual approach is to have the party overhear things and let them go from there. I normally have a few "useless" tidbits that may actually be important ("Did you see what Lord Arak was wearing yesterday? You'd swear he's become a pauper!"), a few useful tidbits ("Rumor has it that Beresh is trying to get off world. . .discreetly, if rumors are to be trusted."), and the actual story.

I also tend to have them approached from time to time with people that aren't as important (or not important at all) to shake things up a bit. Players tend to look at details to see if someone is important, and I use parties as a chance to lay a few false trails to get them to think.

Depending on the party, there may be an event of some nature, like a dance, a friendly game, boasts and challenges. . .things like that. These "distractions" can put the party in good light or bad light; outracing a hotshot noble might endear him to a few people, but stepping on Lady Carina's toes in the dance is probably going to cause problems.

Parties are, in my experience and humble opinion, a double edged sword. There's a lot going on that is both seen and unseen, and it can be challenging for even an experienced GM to give it proper life. As long as you set the scene well enough with the details, the rest should flow well enough.

Good luck!

Like NeilNjae, I avoided this. I just don't know how to run them, but LibrariaNPC seems to have some good tips. I imagine having specific events come up is essential to keep things moving.

What should I do when running this scene to make it more than the party drifting from person to person until everyone is talked to? I need some advice on how to make this a sort of natural and "busy" scene rather than a box full of dialog.

Really? Those are my group's best sessions. As a GM it's great, you sit back and watch the players chew the scenery and get themselves into trouble.

Different strokes, I guess.

There's a well-established GM style that works well this this kind of thing, called either "protagonist play" or "bang-oriented play". Basically, the GM has a bunch of NPCs with strong agendas, often in conflict with each other, and with needs that only the PCs can fulfil. The GM then just plays the NPCs hard, following their own agenda. The GM can also prepare a set of "bangs", events that will require one or more PCs to make decisions right now. The trick lies in coming up with the NPCs and aiming them at the PCs.

For the party, I'd have:

  • Teemo's representative, trying to smooth things over with the Duke about the lost payment for the last shipment of droids (who'll denounce the PCs just as soon as he realises who they are; of course, at least one of the PCs recognises him immediately)
  • An undercover Imperial goon, both assisting Teemo's rep and hunting Rebel scum arms procurers (who'll demand the PCs reveal all they know about the rebels else he'll make their lives unpleasant)
  • The smugglers who'll see the PCs as rivals to their cushy smuggling trade (who'll sound out the PCs to either eliminate them or enter a partnership)
  • The Duke's head of security, who's after any leverage over the PCs, just because. He'll also want the PC's to be bait for drawing out that Kubaz spy that he's noticed hanging around
  • Someone from the Duke's rival, who'll enlist the PC's help uncovering what went wrong with the Duke's arms trade, to embarrass the Duke
  • A Rebel arms procurer, who's after both contacts with the Rodian militants and a cheaper rate on running guns to the Alliance.
  • The Duke's eccentric and drunk relative, who's got all sorts of secrets to spill if the Duke's head of security can't discreetly shut him up.
  • Someone, I'm not sure who, will have the snuff tape of the Duke's envoy being killed in Teemo's arena. I'm not sure how to bring that in.

Really? Those are my group's best sessions. As a GM it's great, you sit back and watch the players chew the scenery and get themselves into trouble.

Different strokes, I guess.

They may be the best sessions, and I'd love to give it a shot, but got any advice on how to run it effectively? Or did LibrariaNPC nail everything?

Really? Those are my group's best sessions. As a GM it's great, you sit back and watch the players chew the scenery and get themselves into trouble.

Different strokes, I guess.

They may be the best sessions, and I'd love to give it a shot, but got any advice on how to run it effectively? Or did LibrariaNPC nail everything?

LiberalNPC and NeilNjae's protagonist play stuff have hit mostly everything. My tldr version is to make sure the NPCs are distinct and are pursuing their own agendas.

Also make sure the party has more than one objective/thing to do. It could be related, like asking people about the host who you have to speak to, but having multiple or secondary goals keeps things moving.

I have not read Long Arm of the Hutt as I do not like to run modules (and I didn't get the beginner box), but I have a bit of experience with running party scenes (I blame Victoriana and 7th Sea).

My usual approach is to have the party overhear things and let them go from there. I normally have a few "useless" tidbits that may actually be important ("Did you see what Lord Arak was wearing yesterday? You'd swear he's become a pauper!"), a few useful tidbits ("Rumor has it that Beresh is trying to get off world. . .discreetly, if rumors are to be trusted."), and the actual story.

I also tend to have them approached from time to time with people that aren't as important (or not important at all) to shake things up a bit. Players tend to look at details to see if someone is important, and I use parties as a chance to lay a few false trails to get them to think.

Depending on the party, there may be an event of some nature, like a dance, a friendly game, boasts and challenges. . .things like that. These "distractions" can put the party in good light or bad light; outracing a hotshot noble might endear him to a few people, but stepping on Lady Carina's toes in the dance is probably going to cause problems.

Parties are, in my experience and humble opinion, a double edged sword. There's a lot going on that is both seen and unseen, and it can be challenging for even an experienced GM to give it proper life. As long as you set the scene well enough with the details, the rest should flow well enough.

Good luck!

This.

When I've run 7th Sea in the past, I've sketched up a list of 'random encounters' and used die rolls to generate 2-3 per PC/Group of PCs throughout the course of the event. Anything from 'sycophant attempts to ply you with inaccurate gossip' to 'Jealous suitor mistakes you for a rival' to '[Name NPC] asks you to dance'.

Edited by shadeleader

When I've run 7th Sea in the past, I've sketched up a list of 'random encounters' and used die rolls to generate 2-3 per PC/Group of PCs throughout the course of the event. Anything from 'sycophant attempts to ply you with inaccurate gossip' to 'Jealous suitor mistakes you for a rival' to '[Name NPC] asks you to dance'.

And this is the type of stuff that really makes parties interesting, especially since a dance can lead to an information drop, a case of mistaken identity, or the aforementioned angry suitor is now a rival as (s)he assumed you are an opponent for affection!

Parties need to breath and have a life.

LiberalNPC and NeilNjae's protagonist play stuff have hit mostly everything. My tldr version is to make sure the NPCs are distinct and are pursuing their own agendas.

Also make sure the party has more than one objective/thing to do. It could be related, like asking people about the host who you have to speak to, but having multiple or secondary goals keeps things moving.

Like Doc said, NPCs need to be distinct and pursue their own agendas. Without that, a party is nothing more than cardboard cutout of a backdrop for the party to stand in, look pretty, and progress the story by pressing a button.

If you need some better examples:

1) I bring this up a lot, but watch the episode Shindig from the show Firefly. Even if you watch nothing else, this single episode can show you how to put an Edge of the Empire group into a formal party and the kinds of things that can go horribly, horribly wrong.

2) If you've read any of the novels, Han tends to feel out of place at these parties and will sometimes cause an issue. Members of Rogue Squadron were in some of these events as well and didn't really fit in, and things happened. Always something to learn by reading.

3) While it got quiet a while ago, I started a thread on various plot hooks that could take place at a party. There are many ways to tie these topics into a discussion at an event, or even turn into a mini scene to make things interesting.

Another thing to remember that keeps parties fun: these are things that are being thrown by people that generally have more money than sense.

"You know, nexu are all the rage on Imperial Center this season! I just imported a pack for the gala!"

Edited by shadeleader

Another thing to remember that keeps parties fun: these are things that are being thrown by people that generally have more money than sense.

"You know, nexu are all the rage on Imperial Center this season! I just imported a pack for the gala!"

Fun, interesting, and possibly even educational :-D

I would just have one Genosian duke.

But I ran the Party as is. I worked for weeks developing the quirks and personalities of the party members. It was one of my favorite scenes so far for the game. The one playing Lowrryk got a brand name for some hair care products from the Black sun contact, he thought it might have been a number. The "Face" player started making out with the Gand. And the Thief player started getting into a drinking contest with the corellians. As Annata said "WHAT A PARTY, EH!?"

Just FYi, i took the boisterous personally of Londo Mollari (from babylon 5) and used in in place of Annata, worked perfectly, and i had my players falling out of their seats in laughter.

I found this scene quite difficult to run and felt like I didn't prepare enough for it. I also ran it as is.

Being a relatively new GM when I ran this, I set up the party in rounds. I got about 12 rounds worked out in advance. During each round I had the location of each person at the party, who they were talking to or what they were doing etc. The PCs were free to talk to anyone who wasn't already speaking to someone, or they could interrupt a group of people already engaged in conversation.

After a mini encounter where the PCs would talk to an NPC, I would advance the party to the next round. Once nice thing about this is that I could easily where everyone was and what they were doing. I could even throw in surprises that would happen in certain rounds where someone would make a scene and get thrown out or someone would draw everyone's attention by making an announcement or something.

However, my group is more combat heavy than socializers, so this scene really didn't interest them on the whole. If I were to do it over I would get rid of one of the Duke's as well, as this confused everyone. I would also change the make-up of the party and get rid of some of the NPCs and replace them with more interesting ones, or I would alter their personalities to liven the party everyone. This ran more like a cocktail party than a kegger, which in my opinion is not as interesting.

I prepared quite a bit for this scene but I admit I did have to work very hard to keep it straight in my head why there were two Dukes. I also changed their names because "Dimmock" and "Piddock" kept confusing me.

But as far as running the actual party, I think there's a good combination of NPCs already scripted in the adventure without the need to add TOO many more to 'liven things up'.

One thing I did was kinda structure the evening around the entertainment and the Duke's agenda for the party.

There was a singing performance by a group of Twi'lek entertainers, so I had the Duke who was hosting the party introduce them, and narrated how they started singing their song, and narrated a bit of the various crowd's reactions. If I remember right, there was a Sullustan who was entranced by the music, and a Gand who didn't seem to care, and various others doing things around that time.

Then I left it open to the PCs who they wanted to talk to. They chose one of the NPCs and did a scene with that NPC. When it was wrapping up, I described how the Twi'leks' song was finishing up, and I think the Duke introduced a round of cocktails or canapes, something exotic and interesting, that were offered to everyone by servants.

Then the PCs picked another NPC to chat with, and we did another scene. I described the entertainers doing another song, and some other reactions. We went this way through the party.

Also, the PCs know they need to meet with the Duke, but if you narrate that the Duke is having secretive meetings with various other members of the party over the evening, you can space out when the PCs themselves can get access to him.