First, I'm brand new to pen and paper RPGs overall. I've played 4 full sessions of FFG's Star Wars RPG (3 in an EotE based campaign, and the Rebellion Day adventure). I was kind of there for an online session, though technical difficulties kept my participation limited.
However, I've enjoyed the game so much, and my friends seemed interested, I thought I would try my hand at GMing with them. I started with the beginner game. There was only 3 players and myself. They ran the Bounty Hunter Twi'lek, and the two downloadable additions (found on the Beginner Game page on this site).
They were a little beat up when they got to Trex at the end, but they handled the Storm Trooper encounter really well. Unfortunately, they were unable to successfully convince Trex to leave his ship.
Basically, they lied to the droids outside and said they were here to install the part. That worked, like the book said it should. Then, they changed their story when they got to the ship. They tried to bribe Trex to take them off planet. When he refused, a player blurted out, "Sorry, we are a little drunk from the cantina. We are here to install the part for your ship." I made him roll the deception, with setback for starting his terrible lie with "we're drunk!" Well they failed the deception check.
A fight ensued. Trex and 4 droids. Trex in Nemesis level, with a Soak of 5, a WT of 16 and a ST of 11. He's rolling 2Y1G on a 7 damage heavy blaster pistol that needs 3 advantage to critical. The 4 droids are rivals (I guess... the book didn't say to run them as minion groups) with a soak of 3 and a WT of 8. They are rolling 2Y1G on a 6 damage blaster pistol that crits with 3 advantage.
Trex had run up and taken cover at the top of the loading ramp to his ship. The PC's were losing badly. Their next combat roll shooting Trex missed, but had 3 advantage. I encouraged them to use that advantage to shoot the controls to the ramp, which I narrated as causing the ramp to close and breaking the controls.
I thought that was a stretch for 3 advantage, but I wasn't sure how to handle it if they all got wiped. Good, I thought. This takes Trex out for at least 2 rounds, right?
Then on his next turn, I made it a formidable mechanics check for Trex to open the ramp again (they had the part he needed for his ship so he couldn't fly away). He succeeded, but had 4 threat. So I used that threat to have the boarding ramp drop down on two of the droids standing outside, effectively killing them.
Again, I thought this was a bit of a stretch, but the PCs probably wouldn't have lasted another round.
At this point, Trex and the Droid were each one hit away from KO, so the PCs ended up prevailing after two more combat checks.
Was I too generous? I know the goal is for everyone to have fun, and they did, but I don't want to get in the habit of bailing out the party at the first sign of trouble. I think if we were not running a set encounter, I would have come up with some sort of narration to give them a little break or something. As it was, I couldn't think of a good reason for Trex to hide in his ship, and they had no alternative way to complete the encounter other than steal the ship.