We have a lot of narrative / objective based play.
We like to give every game a backstory, even if its a standard 100 point game. For example if one of us has 'rebel captive' on a firespray the mission is that a group of rebels are trying to stop a bounty hunter and escort from getting a spy to a detenton centre, destorying the firespray counts as 'disabling' it so a shuttle can jump in and board it.
Its sitll a 100 point game but it just feels a lot more 'star wars' that a 6 rock 100 point death match to us.
On the other side of the coin we do more in depth scenarios. a recent one was the empire had put 'gravity well generators' along a convoy route which dragged ships out of hypespace (we used the card sattlite markers, four of them with 2 HP each and 0AG spread out by the imperial player). each generator still in play slowed down the build up to hyperspace (using the card from the huge ships scenarios).
The rebels had 150 points of huge and large ships (only transports and freighters) the imperials had three phantoms as a 'wolf pack' waiting for the ships to drop out of HS. Then on later turns there was a chance of waves of academy pilots coming in, responding to the phantoms 'we've got them' radio call.
The 'wolf pack' scenario took a while to play but was really good fun and very close.
Another very simple 'scenario' to add depth to a stock game was an 'end of the empire' setting in which ship choice was restircted to 'late war' ships. So for the rebels it was A wings, B wings and E wings, for the Imperials, defenders and interceptors etc
I think narrative play is so much more fun, it just requires a little more effort to set up
Edited by Gadge