Hi all,
I started up a second group specifically for AoR for a bit of fun, and to have my two groups ruin each others' stories a bit (it makes the storytelling easier on my part
Plus I can test NPCs on one, then use them elsewhere).
So, anyway, I modified the beginner game a little bit to make it a little more tailored to how I thought the group was going to play and to give them a clearer purpose in the base without just saying "Mon Mothma wants it". Basic run down:
- Group is a bunch of teens and their droid who stole a shuttle and have decided to stick it to the man. They aren't part of the rebellion, but they will be contacted when word gets around that they're messing up the Imps
- They sabotaged all but one of the walkers in the hanger
- They found a panel in the wall, which got them a map of the place, detailing where rooms were
- They rigged up the frag grenades they found in the armoury to destroy the base
- Locked all but two doors and the escape route in the base
- Sent in a hacked cleaning droid to mop the troops in the control room so they were distracted.
- Rather than using the distraction and quietly getting the info in the computers, set EVERYONE on fire (flame projectors are naaaaasty, hahaha. Definitely buffing the enemies from now on), Stunned the officer and sent the GM PC (last minute cancellation, thought it was a bit too much for only two PCs) ahead. The dice decided he was overpowered when the officer came to and has been taken prisoner
- When they finally got around to hacking the computer, they found that the reason the base was where it was was that it was helping coordinate a clamp down on pirates in the sector, and they also found a small list of Imperial assets in nearby systems
- Set off their explosives, collapsing half of the base
- Before leaving, they completely unloaded the walker's concussion grenades into the side walls of the base that had collapsed, anyone who wasn't dead from the first explosion was definitely killed or buried alive in the second
- They set off back to the ship in the one untampered with walker
Now, the next session is going to open with them coming back to the ship, where the third player's Duro is going to be waiting for them with the shuttle. Hopefully, they ask about the farmer "Oh noez! Our friend is gone!", but not where I want them to go right now. I think it'll be jailbreak time when they get close to gaining their first contribution level, where they'll meet an old republic war hero that was caught smuggling for the Rebellion or something along those lines.
I'm thinking of maybe introducing a little bit of intrigue and corruption to the sector, maybe a planetary governor is taking kickbacks from the pirates in the area to pretty much do what they want. Or maybe there's an Imperial drydock a couple of systems over that needs a bit of espionage and deception to get in to and destroy.
Obviously, the fact that they've completely destroyed the comms outpost after backup had been called for is going to make trouble for them, so if the droid's sabotage duty triggers I think I'll send the ISB after them. Do you guys have an ideas how I could develop along with these themes? I kind of want to make sure they get random bits of gear when appropriate to stop long shopping trips every other session, so being able to work cool bits and pieces into the story would be awesome