As the game master, what would you do?

By ardoyle, in Star Wars: Edge of the Empire RPG

In our last session (which, if it matters, was the tenth session of our edge of the empire game) my players landed on a smallish space station desperate for repairs, and without the credits to pay for it. One thing led to another, and the PCs led a civilian insurrection of the thugish pirate gang that was running the station. After their victory, the PCs took some of the gang's loot and credits, but mostly left the spoils in the hands of the residents, and then left to continue their adventures.

I don't know if the PCs will go back, but if they return frequently, I'd more or less leave it up to them. However, I've been struggling with what would happen to the station if left on it's own. While the pirates were nasty, they were also serving as a perverse army and peace-keeping force, chasing off other threats.

Would the civilians (mostly mechanics and merchants) successfully create a small piece of safety and prosperity in a chaotic galaxy?

Would another force move in on the power vacuum and claim the station for themselves?

Would some of the civilians seize the pirates arms and institute their own self serving government?

Any of these are reasonable outcomes, so the answer is almost more thematic than logical, and so I thought I'd stop lurking on the forums and actually ask.

They did the right thing. Star Wars isn't grimdark. No reason to punish them for doing a good deed.

I'd have the civilians arm themselves and set up a nice little community. Next time the PCs drop by, maybe they get some freebies for helping out previously.

Possibly it could become a recurring base, all the better because the PCs actually helped it out. It could still be a bit wild; think of the station in Guardians of the Galaxy.

You might even let the PCs benefit from it - look up the colony/business rules in 'Far Horizons' for lots of ideas.

Id give then a lower obligation and make a mental note. When their ob goes back up id work some problem at the station into the next adventure.

You could milk a few more sessions from the base.

Perhaps the pirates return to the base and start to find out why their crew mates are dead or injured. Perhaps then the players get a distressed call from someone on the base asking for help.

If the players help they should be rewarded with a base to operate from and some helpful friends who live on the base. Perhaps they have to man and police the base as the pirates keep coming back for a time. You could also up the ante and have the local imperials come for a visit and ask about their "kickback".

Alternatively the players fly off into the sunset and never look back. If they ever do come back then perhaps you just work the changes from when they last visited into the narrative, perhaps the locals did make the place home and they are more than happy to see the players or perhaps not as suits you and the tale being told.

As much as you play the game "Yes and...." with your players you are also playing "yes and...." with the NPC's except you fill out the yes and as you think it best for the game you are running.

One thing I read many years ago, and I believe it remains true. If you give your players a base, it is a safe haven, the bad guys leave it alone. Otherwise it can look to the players like the GM is being vindictive and they may see your role as being more of an adversary. However, the players only have one base at a time, so if they feel the need to move on, then you can, with their help do something that drives the desire to change base into your narrative.

Any of these are reasonable outcomes, so the answer is almost more thematic than logical, ...

They are indeed. I'd make note of the options and have some ideas for how the flavour of the place would look should the players return, and maybe one or two lines of plot points if there are any. Then I'd make the final decision in response to what the players do elsewhere. If the PCs have been kicked around and need a refuge, then have a grateful free populace welcome them with open arms. If the PCs have had an easier time of it, or are just checking in, then things might be a little more dicey.

The easiest is probably to default to your first idea (at least for a time), because that can always be destroyed by a new threat from without or within, or an old threat newly risen.

Or take a page from Firefly and the episode Jaynestown.

In our last session (which, if it matters, was the tenth session of our edge of the empire game) my players landed on a smallish space station desperate for repairs, and without the credits to pay for it. One thing led to another, and the PCs led a civilian insurrection of the thugish pirate gang that was running the station. After their victory, the PCs took some of the gang's loot and credits, but mostly left the spoils in the hands of the residents, and then left to continue their adventures.

I don't know if the PCs will go back, but if they return frequently, I'd more or less leave it up to them. However, I've been struggling with what would happen to the station if left on it's own. While the pirates were nasty, they were also serving as a perverse army and peace-keeping force, chasing off other threats.

Would the civilians (mostly mechanics and merchants) successfully create a small piece of safety and prosperity in a chaotic galaxy?

Would another force move in on the power vacuum and claim the station for themselves?

Would some of the civilians seize the pirates arms and institute their own self serving government?

Any of these are reasonable outcomes, so the answer is almost more thematic than logical, and so I thought I'd stop lurking on the forums and actually ask.

I'd do whatever advances the game in a fun way. Listen to what your players say and what they like doing, and then tailor the environment to make them happy, whatever storyline will best accomplish that.

Awww beat me to Jaynestown

Haha. I had forgotten about Jaynestown. Whether your players get the reference or not, that would be amazing.