Since switching to EotE I've tried to run using my standard routine of a steady buildup of wealth and equipment options. If players come up with interesting money making enterprises, and some of my role players always do, I allow them to succeed as long as skill rolls and plan feasibility favors them.
What makes me batty though is the D&D mindset of solving problems through violence to take an NPC's loot. It came to a head in a recent game when one of my two greedy players used an ion bomb to disable a convoy of Imperial speeder bikes escorting a land speeder carrying a prisoner the "heroes" had been hired to help escape (by the Rebellion). The Rebels were going to replace the downed speeder bikes with their own so the convoy would appear as if nothing had happened. The plan was set to take place in seedy Blue Sector where there's minimal law to react.
So back to the ion bomb part. I thought the player was being creative so I allowed it (with the right roles). What I failed to foresee was how he flipped out when the Rebels started blasting at the ioned speeders. The player got upset and announced that he was jumping in the way of the Rebel's attacks. All too late it dawned on me, he wanted to get four brand new armed speeder bikes to use or to sell for "phat lewtz" even though this was only their fourth game on these characters.
This mentality frustrates me. I have two good role players and I try to present a balanced non-D&D game for their sakes. However, the two greedsters in the group enjoy the thrill of defeating the GM and getting their hands on the power and equipment to dominate, story be damned.
Don't get me wrong, riches and equipment come with time. But not at the expense of the story. Plus, if you are bulletproof early in the campaign where's the challenge later?
End of rant. Just wondering if any other storytellers face this challenge?