I recently ran episode 1 of Beyond the Rim. For whatever reason (it was framed as "1 shot" style, most players are new to the game, they were mostly combat-centric*, etc) Reom pitched them his offer, they bought some stuff, and then went to the ship to wait for the droid. They did contact Reom at a couple points (especially discovering the break in), and I reiterated information gathering each time ("You're on your ship?! I thought you'd be out looking for clues!"). In the end, the only information they got out of episode 1 was some astrogation data from the message pod and the answers to some of the questions during the initial negotiation.
What I'd like to do, is make their lack of "buying in" taxing later in the adventure as they effectively "failed" episode 1. It's obvious the information gathered is supposed to help later in the adventure, but the book doesn't comment on how this hurts a group if they don't have it. I've seen some pretty creative things on these boards in the time I've been lurking, care to help me out this time?
*Party is a 1) Human Marauder who deserted from the Imperial military, 2) Corellian Assassin who is indebted to criminals, 3) Human Gadgeteer who is a suspected Rebel, 4) Bothan Scoundrel who has sworn an oath to advance the Bothan species.
Note: I ran things pretty much as written, except to have the Imperials notice these two groups and set them against each other. I had them spread rumors the message pod was being held in the party's docking bay and used the ensuing firefight as cover for attaching the homing beacon (which was undetected). The party recaptured the droid and initially ran from security (and made the unauthorized exit), but once outside with the headhunters they decided to turn themselves in. The ensuing social checks resulted in success and a triumph, but with A LOT (6+) threat. I had them cleared of all wrongdoing, but delayed for 3 days by the interviews and paperwork.