Dawn of defiance conversion help...

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

I'm sure some of you know of the wizards of the coast star wars campaign Dawn of defiance. Doing a conversion for edge and the first adventure is pretty straight foward. I run into a problem in the second adventure 'a wretched hive'. The players try to please a Hutt gangster through a series of encounters to determine his connection with the empire. The problem I have is in the written adventure the players find a comatose jedi hidden in the dungeons...forcing the Hutt to flee before the players to exit the dungeon. My problem is with no force sensitive players....what would give the players to enter the dungeon...triggering the Hutt to flee...

Thanks for any help.

how about of they hear rumor that the empire is coming to pick up a Jed he has prisoner. or they could find out about him on a data pad

Deus ex machina.

Just because none of your PCs has a Force Rating, doesn't mean there isn't some latent Force sensitivity present in one or more of them. Give them this vision/call for help, and suddenly the player will start wondering if his character is Force sensitive and he doesn't know it!

Hmm. if.they please the Hutt, or if they can trick him into it, have the hutt tell them. then he can be like, oh, they're releasing him. I better get out of here.

Drop the hint of a rumor about Project Sarlacc or what the Hutt's dealings are that can be found out in the basement.

What type of characters are your PCs?

Edited by kaosoe

I'm seriously considering dropping the who jedi thing. I have a chiss player who is searching for lost chiss technology. But what that is I'm not sure.

While the game was pretty good - at least at a high level - some of the details were just baffling. Its been some time since this game, but I think I just had the team stumble across rumors of an important prisoner on site, and they were not to go into the basement. They eventually did and have them find the Jedi.

While the game was pretty good - at least at a high level - some of the details were just baffling. Its been some time since this game, but I think I just had the team stumble across rumors of an important prisoner on site, and they were not to go into the basement. They eventually did and have them find the Jedi.

Ah. There's an idea. Reverse psychology. Explicitly tell them to not go into the basement.

Ah. There's an idea. Reverse psychology. Explicitly tell them to not go into the basement.

The problem with reverse psychology is that it frequently fails, in the worst possible way, at the worst possible time.

So like, for the first time ever, the players decide to actually do what they’re told, simply because the Hutt told them so.

Ah. There's an idea. Reverse psychology. Explicitly tell them to not go into the basement.

The problem with reverse psychology is that it frequently fails, in the worst possible way, at the worst possible time.

So like, for the first time ever, the players decide to actually do what they’re told, simply because the Hutt told them so.

This is my problem. Anytime I try and predict what my players will do, they go and do something completely different. It never fails. If I expect them to be defiant, they toe the line. If I expect them to follow the rules and obey some simple procedure, they rebel.

Example: my players are flying a YT-2400. They have no illegal cargo—but to be fair, they are traveling along a popular smuggling route on the way to pick up stolen blaster rifles :) Anyway, they get stopped by an Interdictor cruiser in a routine smuggler-pick-up check point, and are told to power down their engines and prepare for cargo inspection. All they need to worry about are a few personal weapons, which could be easily hidden.

So what do they do? They attack the cruiser. In a YT freighter.

*Sigh*

A Jedi can reach out with the Force to any living being who is nearby, they don't have to be Force Sensitive.

Ah. There's an idea. Reverse psychology. Explicitly tell them to not go into the basement.

The problem with reverse psychology is that it frequently fails, in the worst possible way, at the worst possible time.

So like, for the first time ever, the players decide to actually do what they’re told, simply because the Hutt told them so.

I did say it was an idea :)

It's a flaw of this adventure that it's written with such a funnel in it. My advice is think of what else would cause the Hutt to go fleeing. Or how else you could entice the PCs to go into the lower levels. If the adventure hinges on a player initiated action, it needs to be tweaked.

Maybe the Hutt in question has a bounty on his head, for all the transgressions against his family/cartel that he has participated in?

Maybe his early-warning system goes off whenever certain known bounty hunters are detected as arriving in the star system?

Or maybe the Empire is out looking for him, and Vader-lookalike plus his dozen Star Destroyers just dropped out of hyperspace?

Or maybe his enemy is not other Hutts or the Empire, but perhaps an alien race that he’s been found to be double-crossing? What would you do if the sky suddenly filled with Yuuzhan Vong Worldships?

I can think of a number of things that a Hutt might be afraid of.

You said that the Chiss was looking for technology? Just say that there might be some in the Hutt's possession, or hide some info where appropriate

A Jedi can reach out with the Force to any living being who is nearby, they don't have to be Force Sensitive.

This is good. JEDI can do a force hibernation and maybe this one is so wounded or hurt or out of rations he/she had to go to force hibernate and had to wait for a sentient to be nearby than reached out in the force to get help? Pretty good reason there. Hell-- doesn't have to say anything you as a GM could easily say-- you get a strange feeling there is something you need I. That cave. The force basically guiding them via the JEDI.