I finally got to talk to my players about getting away from the usual Firefly - smugglers taking odd jobs style game, and they were very supportive of the idea. The concept that stuck most was having them play as undercover Imperial agents tasked with taking down a Rebel cell from within. So running with that, I drew up some goals.
- This is a deniable operation. Only a select few in the Empire know anything about this action, so they can't call backup, call a timeout in a shootout, and if the get captured, the superiors behind the operation will deny their existence and let them rot in prison.
- My group LOVES obligation. So that has to stay. My idea is that as they hinder Rebel ops, sabotage things, and secretly report troop movements to their superiors, they gain a Suspicion obligation. People start noticing that the group is involved with a lot of operations that fail. Suspicion is removed in two ways: First, time. The longer they're part of the Rebellion, the less people suspect them. Second, demonstrating loyalty. By taking direction action against the Empire, they can convert Suspicion on a one-for-one basis to Guilt. This reinforces the heavy strain upon them, being double agents and all.
- The Empire is bad... I'm very much of the opinion that the Empire may be more stable than the Republic, but it is evil on the whole. So while the players are loyalists and will probably have pro-Empire motivations, I want to confront them with the side of the Empire that that might make them reconsider. Not every loyalist is pure evil - some are genuinely good people. But by and large, the Empire is bad.
- By the same token, the Alliance is not all good. Sometimes, the Empire is right in labeling them terrorists. The players should see this and take solace in the fact that they are preventing terrorism.
- The players have a choice. As they make friends within the Rebel Alliance and get a darker view of the Empire, they should have to face a choice about whether or not they really support the Empire any more.
So those are the goals. And from that, I drew up a basic list of plot ideas.
- Routine Alliance missions - protect convoys, engage in guerrilla warfare, sabotage Imperial supply lines, etc.
- Make intel drops for their superiors. They're required to drop intel in places where the Empire can pick it up regarding troop movements, plans, etc, and secretly, lest people suspect them.
- Genuine terrorist actions, which show that the Alliance isn't always in the right. Cue more Guilt obligation.
- Survive the operations that they've sabotaged. They've warned the Empire about an operation, and the hammer is going to come down. They need to survive Alliance missions that fail badly.
- Deal with aliens, especially those that are heavily oppressed and mistreated by the Empire.
- Deal with people defecting to join the Alliance. Particularly a person who would know them, but not know about their mission. If they're not already selling themselves to the Alliance as Imperial deserters, then this could raise a lot of suspicions.
- Rescue a Rebel spy who was, unbeknownst to any of them, conditioned into a sleeper agent, that betrays the Alliance against his will. This shows a very negative aspect of the Empire.
That's what I've got thus far, but I'm looking for more suggestions, particularly specifics on how being a double agent ties into the Alliance missions the players get involved in.