I have to say I love the creativity of my group. I've been taking my crew through the Long Arm of the Hutt, but they've taken it in some fantastic directions. The last time we played, despite the inclusion of combat encounters, not a single blaster was drawn on the part of the players... and they still managed to talk their way through it.
The first encounter was in New Meen with a group of Angu Drombb's thugs. They had just crashed a large piece of construction equipment into the house and were getting ready to take the players' skiff to get a new one.
The party emerges from the house. Our droid politico (he's a chef droid) cuts loose with a scathing tirade, with three successes and a triumph, he inflicts 4 strain on each of the minions. Two of the drunkards just cut and run outright. Now outnumbered, the pilot manages to convince the remaining thugs to surrender (trust me, I gave them upgraded difficulty and setback dice). One runs away, leaving an aqualish thug.
The players then take the thug back to Drombb, but the Outlaw tech manages to produce some detonite using his Utility Belt talent, and rigs up a blast collar for the thug, to help ease along negotiations. With it being a mine site, he successfully scrounged up two more charges of the stuff for future use.
So instead of a shootout at the Cantina, it's a standoff. The politico makes for a great negotiation, but rolls a Despair along with success. The thugs produce Trex who has a hostage of his own (sister of the bounty hunter with a family obligation), so a swap happens instead of a shootout. Plus they discover who their backer is... all without firing a single shot.
Gotta love it. They were quite proud to pull off such an encounter without it getting violent. ![]()
Granted, Drombb's thugs are still out there, and the Outlaw tech bluffed that other explosives might be hidden somewhere in the camp (they aren't). So they have a few days of peace coming to them.
I'll be curious to see what happens next. ![]()