Last time I tried running a two-to-three adventure long game, I specifically told the players that they were all going to be agents and aides to a senator, and as such, they ought to be mostly on the respectable side of things. This was to try out some new flavor, since previous games have all been fairly Firefly-style, with the grandest dreams of the players amounting to starting their own little criminal empire. Which went nowhere near according to plan, probably do to Coerce being the only social skill that any of them had taken...
Anyways, I digress. I wanted to try out a group with more legitimate flavor, with less criminal aspects and more of an agent of the Rebellion but not quite flair. They were supposed to be in the employ of a senator who sympathized with the Rebellion, but wasn't fully ready to join.
The group churned out a Drall grenadier (think Rocket Raccon, even personality-wise), a Rodian bounty hunter, a Cathar assassin / black market fence, and a human vibrosword mercenary. And I asked some pointed questions about how they were tied to a generally upstanding senator, and got some shrugs...
...So, being the flexible sort, I hastily put a new spin on things and had someone entirely different hire them for the job, which I gave a more fringe atmosphere, and they all enjoyed it. Except me. I did enjoy improvising and love that part of GMing, but I had to cut a lot to make it work.
I *thought* I had all my ducks in a row, with a story leading into the Rebellion en force. I encouraged the use of AoR or even FaD over EotE, was very specific about this game not being about fringe criminals, bounty hunters, and smugglers, and heck, I called them on it when they showed me a group of just that. Yet they all just love the fringe too much and shy away from anything that falls outside the scope of EotE.
We're on a long kick of other stuff right now, but I'm poking at some ideas, and sometime in the future, I'd love to run something more in an original Dark Forces / Jedi Knight 1 vibe, but I'm afraid my players are stuck, and that their fringe ambitions will derail even the most lovingly-crafted Rebellion plots.
-Anybody else had this problem? If so, have you got around it?
-Do I just need to reject some characters and say, outright, "This game isn't about some smugglers on the run from the Hutts - it's about Rebel agents. Try harder."?
-Any suggestions on how to get my players onto the same page I'm on?