Hi Everyone,
I've been running Long Arm of the Hutt with my crew. We only meet once a month, and sometimes trade off between a D&D campaign and this one. Hence the slow progress. Even so, I have been thoroughly impressed by how much this crew looks for alternatives to combat.
My dilemma is this. After the "Drunk and Disorderly" incident, which they resolved without pulling out a blaster, they managed to take one of the thugs prisoner while scaring off the other three (very effective Scathing tirade, and great roleplaying). They then attached a bomb (Detonite, Utility Belt) to the thug, and used that as leverage to negotiate with Angu Drombb, while at the same time rescuing Oskara's sister, who had materialized as a hostage after a successful negotiation roll generated a Despair.
In essence, they manage to learn that Drombb is on Teemo's payroll, but Drombb's camp is still functional, albeit with four fewer minions (they ran away). Trex is still active, and is increasingly pissed with the PC's, but the players also left a hint that there were detonite explosives hidden around the camp (there weren't), to prevent any sort of hostile action.
So they managed to pull off the shootout at the Cantina without a single blaster shot being fired. Drombb and Trex have been humiliated, and Teemo has been exposed as the financier behind Drombb's activities.
The session ended with them returning to New Meen. The rank-and-file thugs are certainly intimidated, and one possibility is that after the players left with the implication of explosives, they simply abandon Drombb and Trex at the first available opportunity, and the camp is abandoned, allowing the Twi'leks to ransack the place.
Of course, Teemo isn't going to be pleased, and I'm almost inclined to up the bounty on the PCs to 60,000 credits, partly to award the PCs for managing to intimidating Drombb's forces.
Any thoughts?