OK, so sometime in the next few weeks I will be returning to GMing my Campaign.
We are bringing in a new player, after someone left.
However, the group have requested they be allowed to continue to run the departed players character (partly because the Medic wants to take a more supporting role to make use of her Buff talents, and keeps finding herself in the front line).
So my group will consist of:
A Drall mechanic. Not that great in combat, 'reasonable' with a blaster.
A Rodian Scoundrel, who IS good with a Heavy Blaster (Ag of 5).
A Twilek Doctor, who is also reasonable, but wants to make use of her more 'supporting' talents.
a now Playerless Selonian Marauder, who is quite nasty in Melee.
and the new guy, but I am not sure quite what he will be playing... minor force user probable, good in combat.
I have decided to run Pirates of Prexier (location modified) as an intro, as it has a range of dice checks that will allow the new player to get a good grip of the mechanics.
The question is, how many Pirates and where should they be?
The Printed Adventure says there is a guard in each tower (Thats a total of 6).
10 patrol the gate.
2 guard Vangars hut, and Vangar presumably inside.
But not specific elsewhere...
Presumably some in the barracks and mess hall, possibly the ship.
I would like to 'prevent' them stealing the pirate ship (That I have swapped for a Gozanti, as it seems the right size). So I was going to put some pirates ON the ship.
Should I also throw some weak starfighters into the mix?
(I think they will do their best to prevent them making chase, sabotaging ships etc.
They will certainly try sneaking around, but I dont have much hope of them passing all the checks required.... suggestions on how to let them pass, while failing would be appreciated.
would 20-30 pirates in total be too many? (They will have no idea, as they cannot see into the buildings) Obviously they wont be fighting them all at once.
I also need to take into account the chase back to their own ship.
The ambush in the forest (Which would be dropped)
And the showdown with the Pirates ship (To get some space combat in, as we need the practice, ive made some changes to how i run it, and so the new player can experience it).
But I dont want it to be too hard on them, as the payout for this job is going to be light.
(They are doing a favour for Ota who they met in LAotH, and what they dont know, is they are retrieving stolen Rebel supplies that are needed for a rescue missions... they may run into the same Rebels later..)
Help please!
RD