Sort of.
So, this coming summer I plan to start a Star Wars game with my friends outside of my current RPG group, since they have a different way about them that I feel suits Star Wars better than my current group. So, rather than be caught unawares when we get to the first session and I realize I'm drastically unprepared, I'll get to work early.
First off, I'm using the Beta for now, since the Core Rulebook isn't released, but I'll also have EotE and AoR for if any of the players want to use that. The players have used the rules in the past when we played the Beginner's Box, and they are wonderful at roleplaying, so I don't think introduction will be an issue. The issue will likely be my lack of ingenuity.
I've concluded that for the good of all, my games for Star Wars should be mission based. If it's sandbox, then there's too much to do and it all becomes too crazy as I have no idea what to do next while I throw random garbage at the PC's. But if it's mission based, I still face the issue of adapting to the players as they do unexpected things, which results in garbage. By my very nature I over think tiny facets of info, so when they're ignored (and they always are), I generally force the PC's to take notice, and when they ignore large plot points, I'm left at a loss.
Anyone have any good tips? I know I've been over this general issue before, but these points specifically are generally an issue. Thanks in advance!