Session 1 Suggestions, tips, tricks, etc.

By Admiral Terghon, in Game Masters

Skip to the bold if you're tl;dr

Our first "real" gaming session is coming up quickly. We've run the Beginner game (EotE) with the pregen characters to acquaint everyone with the system. We had a good Session Zero where the group determined their overall focus and created their characters. We've had individual Session 0.5s where everyone discussed how they got to where they are.

In summary, the group wants to be Smugglers mostly, with other stuff thrown in for variety. But smuggling is their income source. They have all decided to work for a Hutt, and thus Boonda the Hutt was created to be their patron. A few members of the group have met each other, but not worked together, none of them really know any of the others. All of them owe Boonda at least a little bit for his help. Thus, Boonda shoves them together as the new crew of an old YT-1760 that has, as of a few minutes ago, in a very messy fashion, lost it's Captain. The ship is theirs, so long as they move some cargo "now and then" for Boonda.

Alderaan disappeared a week ago. Few facts are known except that it's definitely off the Holonet, and quite a few alarmed pilots say it is just rubble now. That's our universe timeline.

Boonda will send the PCs on their very first smuggling mission, assuming they can name their new ship without killing each other. Boonda indicates he would be very cross if they did not behave nicely toward each other. With bounties on two members (one from a rival Hutt, one an Imperial deathmark), considerable monetary debt from two others, and the last PC reluctantly working for Boonda since almost no one else on Nar Shaada will deal with him anymore, angering the Hutt is far, far down on the "acceptable policies" list. Very far down.

Questions/Advice:

So, what should I do for these miscreants on their first mission? There's no big story to worry about. Obligation is pre-rolled as paying off a small part of the group's obligation to Boonda for giving them the ship. I could, of course, pull in some others, but I don't want to get too complicated.

Plans already in motion:

  • Detailed character folios with their character sheets (from Oggdude's creator) and lots of GM Hooly reference sheets
  • Deck plans for their ship and the pilot dashboard
  • An introductory crawl
  • Star Wars soundtrack music for the whole session (in playlists grouped by mood)
  • Appropriate background ambiance sounds courtesy of Tabletop Audio .
  • A scary amount of enthusiasm coming from me.

What else friendly colleagues and deviously cunning fellow GMs?

Interesting kick off. It wasn't tl;dr.

A couple questions.

Did you already detail what killed the old captain? The nature of receiving the ship could of course lead to an adventure (Boonda didn't mention it's stolen or some such), but I think that would be better saved for later.

The first smuggling run, suggested above, is the obvious first adventure. Of course it could be quick and simple if you want to do something else, but it's the next thing they must do. Did the captain's death have something to do with the cargo? If so, the reason could spawn the next adventure since they are hauling that cargo.

The more I think about it the more I say the first adventure has to be all about the cargo. You stated they all wanted to be smugglers and earn their money from it. So, the first full introductory adventure needs a smuggling run. But of course there must be some sort of twist!

If you have Lord of Nal Hutta it has a modular adventure called, "A Deal Gone Wrong", It wouldn't work as is, but does involve a smuggling transaction so you could use it as a resource and adapt it.

Long Arm of the Hutt is available free here: https://images-cdn.fantasyflightgames.com/ffg_content/StarWarsRPG/edge-of-the-empire/beginner-game/Support/Bonus%20Adventure/Low%20Rez/Long_Arm_of_the_Hutt_LR.pdf . It is a follow-on adventure to the one in the EotE Beginner's Game, but it could easily be adpated to your party. Make Teemo a rival Hutt of Boonda perhaps. Unless your story has already been detailed too much, make the cargo they haul be stolen from Teemo's people. Then, you have a full adventure ready to go.

Want to make up something new?

The obvious cliche is to have the recipients of the smuggling run attempt a double cross. They want the cargo and don't want to pay for it. I would personally go with something a little less obvious.

You could throw in something moral using a Firefly episode - the cargo is stolen medical supplies that were intended for a small plagued colony. The ship's log shows evidence of such. But, you are supposed to trade them for top credits to a sleezy dealer. Make the PCs figure out how to help the colony while still making a return on the run for Boonda? The mining colony has a recently discovered collection of battered, old, illegal B1 battle droids from a past Clone Wars battle site they are willing to trade for the medical supplies. They are worth a bit more then what Boonda is expecting back. Of course once on board and the PC Mechanic attempts some repairs, the PCs will have to deal with droids waking up and thinking they are still in the middle of an old battle without destroying them as they run amok on their ship. When the PCs return to Boonda with the proper amount of credits in hand, they will still need to explain or make good on why Boonda's client didn't get his shipment of medical supplies. Leading perhaps to the next adventure?

Edited by Sturn

Cool ideas. I hadn't considered the Long Arm of the Hutt, but that is easily possible. The old Captain of the ship was killed by something messy as he tried to explain to Boonda why he dumped his last cargo. While the body is still bleeding and steaming, the PCs are ushered in and congratulated on their new ship. :)

Our group is thoroughly acquainted with Firefly, so if I even mention "medical supplies" they'll twig immediately to that episode. I could make it something less critical but still essential though, and the placating counter-offer is a great idea.