Hey, folks. I've been running two separate campaigns - an EotE with a few unabashed murderhobos and an AoR game where we're trying a serious game to counter it. I've got a few questions I'd appreciate insight and thoughts on, in no particular order. My apologies in advance for the wall of text; I hope my decent spelling/grammar make it tolerable for those with patience
The AoR game is the primary one; the background is that we did the Whisper Base beginner game adventure, then followed up with Shadowpoint (and switched from the pregens to chars they made themselves). They've been mostly focused on dealings in Iziz, which I've had to fluff up a bit - including a secretive, powerful (and as yet unidentified even to me) cabal doing unspecified prohibited sciency-experiment type things. One of the chars is a doctor/brawler, who started off running an underground clinic and eventually graduated to a cover identity as a proper doctor at one of the clinics in the city. One of the others is posing as a tech at the same facility, which nets them both 'real jobs' and a reason to be in the city.
1) One of my players is doing a Guardian: Peacekeeper character. One of the first talents gives him a boost to leadership checks - and grants a boost to Discipline for all those affected. He originally wanted to do daily 'pep talks' at the base using Leadership to motivate the team and give constant access to the extra Disc boost. I shot it down because it seemed too exploitive/ abusive, and am trying to find a way to give him a chance to still use it on occasion - but they tend to do the low-profile gig right up until combat starts. Any ideas on how I can cause a leadership check to be needed on occasion, without trying to turn the city to open revolt against the Empire?
B) I have been trying to slowly introduce more complexity to the game, since we started as brand new to the system. I left out things like space combat, fear/discipline checks, and a serious villain storyline. The latter, there, is what I really want to bring in (and I suspect it'll bring the middle with it); I could use some help coming up with a smart, skilled, and mostly absent threat who works through underlings and shadowplay. I also don't want them to be too smart, too skilled, or too absent, because I want him to be defeated, and have his defeat be what brings them to the attention of HIS superior (or something like that). Any advice on a believable but insurmountable threat? Imperial would be preferred.
Red) Eventually they're going to outgrow Whisper Base. They're already making big moves in the city and getting noticed, and not in good ways. During a nighttime investigation of an office building, they triggered an alarm, then wound up failing to fast-talk the Imperial lieutenant and shooting it out with a mixed crew of stormtroopers and army troopers, resulting in a dozen Imperial deaths and the destruction of one of their hoversleds. This is going to draw in reinforcements from offworld, but also notice and investigation - what do y'all think is the best way to demonstrate this narrowing focus? I have been trying the traditional 'contacts not turning up' but don't want to overdo that, especially since a couple of them are fixtures thanks to Charm triumphs.
Grek) Less about FFG's product and more about gaming peer handling. One of my players wanted to trade out a diplomat he rarely used for a gun bunny, so I established (since they have a base) a rolling pool of characters, allowing everyone to make up a 'backup' character they can switch between without penalty (they earn the same amount of XP for both characters regardless of which they're using). However, neither of his characters ever seems to 'mesh' with the group; his gun bunny is a Nikto heavy, who speaks little basic, and his diplomat is a Mon Cal something or other who's heavily invested in a couple social skills and talents. The player himself tends to play, not exactly antagonistic, but the standoffish superiority complex characters in whatever we're running. Any suggestions on trying to draw either of those archetypes more into group actions? When the doctor and tech took the wookie sniper on the office infiltration, he instead went cantina hopping to hobnob with the 'elite' (of the backwater world), which meant split focus, and that split has been a recurring event.