Summary: the PCs are trapped on a blockaded planet that is undergoing a civil war.
Location: location is important, specifically, it needs to be a planet that is pretty much insignificant. Economically dead, long stripped of its resources, whatever circumstance that would significantly downplay an Imperial presence (more on that in a bit).
Players – the warring factions: the two (or more, I guess) factions should be pretty simple – one is the ruling regime while the other is the revolutionaries. Pretty simple, but I should stress again that minimizing the Empire’s hand in events is vital. As resources are slim and the planet is blockaded, each side is scrambling for the upper hand and everything is pointing to a war of attrition.
Personally, as I prefer gray and gray morality with scattered black and white across the board, both sides can be written sympathetically, but mechanically the missions and objectives the players are pitted against can be used interchangeably, so as not to require mapping out two separate sets of missions. Unless you want to do that; that’s fine.
Players – the Empire (and the Rebellion): in this situation, the Empire takes the role of the vulture. Whoever is in charge of ‘handling’ the situation basically decided to kick back and wait for both beasts to kill each other before swooping in and taking what’s left.
By association, the Rebellion has a minimal presence and can’t operate on planetside openly, although they can be worked in as minor elements. More on this later.
Prologue: something must be done to get the PCs on the planet. A smuggling job or pursuing a bounty before the blockade goes up. Trader business. Being at the wrong place at the wrong. Recurring NPCs (ally or enemy) can bring them there, whatever it takes.
Episode 1 – stranded: it must be emphasized that for the first part of the campaign/adventure, the PCs are well and truly stuck on the planet, and not just by the blockade. Maybe there ship is captured by one of the factions, maybe the PCs are separated when things get real and public transport is not an option. Their ship could be shot down or badly damaged, and replacement parts are scarce. All the same, the PCs will be here for a while.
At this point you introduce the players, lay out the conflict and give the PCs a choice to take a stand. Of course, picking a side isn’t necessary: the PCs can focus on regaining their wings and getting off planet or they can just focus on surviving.
Episode 2: this part depends on the conclusion of episode 1. An idea is to have a handful of key events that effects all parties. Militants can attack or defend on each, while neutrals can mitigate the fallout. Another idea is keeping track of time and escalating events. Give the players objectives that need completing, and as they finish each one the noose tightens more and more. Just a couple of event ideas:
- There is a large supply depot that everybody needs – food, water, medicine, weapons, technology. Both warring factions are in a race to get it first, while refugees are in desperate need of food and medicine. Criminals could want the weapons, while parties who just want to leave need some part or whatever.
- Something, like a train or a regular convoy, is providing major support to one faction’s efforts. One side plays defense, the other offense. Neutrals are either set up at or need something from the battlefield, and efforts must be made to get in without dying, or getting out before it’s too late.
Episode 3: the finale. Final pushes and last stands. This would be a good place to crank up the Imperial presence, as both sides are weakened enough that the vulture is starting to descend, so to speak.
Other ideas:
The criminal element: crime syndicates (Hutts, Black Sun, Zann, others) could be jumping at the opportunity to use the instability to fortify their interests. This could be a thread to build upon, either during or after the war.
Escape: if the PCs are bent on getting out of Dodge, you can focus on their attempts to do just that. Objectives could be: acquiring a ship (if they don’t have one), acquiring parts (if the vessel is badly damaged), acquiring upgrades necessary to run the blockade OR steal Imperial codes to get through safely. Extrapolate as necessary.
Philanthropy: Far Horizons has an adventure concept on building and maintaining a neutral hospital on a war-torn planet. That can be adapted into this.
Fanatics: some groups on either side of the conflict may be going the extra mile to recruit soldiers, causing trouble for neutral PCs.
The Empire: as stated, the Empire may not have a direct hand in the conflict for most of it, but that doesn’t mean they are blind. If the PCs are wanted, causing too much noise could attract their attention. The same deal if there are Force users in the party. Even being members of either side of the conflict might cause them to try to capture the party.
Age of Rebellion, Edge of the Empire or Force and Destiny?
Originally, I conceived this for my EotE players, as a way to introduce a war story outside of the Galactic Civil War. Playing with AoR characters just seems to defeat the purpose, but that’s up to you.
In this setting, adding party obligation might be useful. There are plenty of chances to generate conflict as well.