Hello! Long timer player reporting, but hopefully soon first time GM too.
Some friends and I picked this game up last year and we've had a lot of fun playing both the Beginner's Adventure and some of the official add-ons, but recently some of the magic has gone out of the experience and half of the the group decided it just wasn't as much fun anymore. Without going into too much detail, I think the problem lies somewhere between us glossing over the rules too much (and I'm a stickler) and/or treating the whole thing as a 'game' rather than a story/narrative and it just sort of became unimaginative and grindy.
So now I'm keen to step up as GM for some of the remaining players and try a few things differently, but I wanted some advice:
1. Is three players in a group too little?
2. Something the players always did in our last group did was too much 'perception checking' - everytime someone walked into a room/changed environment/spotted a character/whenever really, someone would yell PERCEPTION CHECK and it really killed the pacing. Is there something I can do to counteract this? Maybe make perception checks more passive? (ie, one roll for the session to determine how alert a character is for the 'day'?)
3. How do other GMs handle looting? Almost always after defeating something/someone in combat, one player in particular would always interject with "I loot the corpse" straight away and it frustrated the other players. Suitable for a dungeon crawler sure, but I'm not fond of that mentality for this kind of community game. Should NPCs even drop stuff not specific to the story? (At the end of any given encounter, we always had a teeny tiny teenage Twi'lek in the party carrying a metric fuckton of blaster rifles/pistols and armour without penalty to sell at a vendor.)
4. More in line with the previous question: players are greedy! Should I let that slide, even though it bugs me? Because I don't want players getting discouraged from exploring a scene just because someone else speaks first. For example: almost always, a container would be looted by just one person in the party and, even though the players knew what happened, the GM always endorsed a 'first come first take' policy. If a character can get away with taking something without the other characters 'noticing', you couldn't do squat about it and this had all the players rushing for corpses/containers first rather than seeing how the rest of the scenes plays out.
Are these valid concerns? Or am I trying the 'Play School' the experience a little too much? I just really want to keep the game as fun as possible without anyone getting discouraged/frustrated with other players.
Any insight from experienced GMs would be appreciated!