Link to most updated version of the campaign is here: https://docs.google.com/document/d/1PdRtCrf7MHAgVQmc7F2RygZRhyYoPyVv710dmwarLts/edit?usp=sharing
I've had previous experience with EotE when playing with friends so I understand the dice and how characters are set up. I have yet to read through the entire book but I plan on running 1+ campaigns with friends. I don't have an overarching story planned as I am just coming up with the plot for the first few sessions.
As I don't know a whole lot about the system for encounters yet I cannot really get to work on the encounters (I will have the rule book in my possession soon).
The current story that I have:
I'm hoping that the encounter on this planet (likely Nar Shaddaa due to the seedy nature of the planet) can last for the entire first session, similar to the session from the beginner game. It feels like I need to present more encounters to the players to increase the length of time, as any of these five options I have presented could be the singular path the players take.
The players start at the palace of a hutt. This slug has contracted them, in one way or another, to go on an "errand". He provides as little information as possible about the "package" he needs. To ensure they do not loiter, he is sending one of his men with the group (will act only as a plot device, does not help in combat or anything else). From there the players decide where to go. They don't currently have the means to figure out where they need to go. They know who was supposed to deliver it beforehand, so they need to track this person down and any of their contacts to find out what happened. There is a group of men following them throughout the first session, which can be turned into an encounter whenever the players either a. realize someone is following or b. when i decide to have their stalkers reveal themselves.
Obviously the players need to figure out where they need to go. This will require them to talk with NPC's and get an idea of what happened to the previous "package deliverer". They can't find him at first but they can find some of his known associates due to discussions with locals. Those associates can point him towards his residence and his ship. Eventually they will find out:
His ship was parked on Nar Shaddaa still. Clues: 1. None of his associates claim he is off-planet or ever left recently. 2. An associate of his goes to check on the ship. 3. No reports were made of his type of ship leaving or arriving in months.
He was being followed. Clues: 1. His associates act overly suspicious due to how he acted when he last saw them. 2. You are also being followed, after being tasked to find him and the package. 3. You find his corpse in his ship.
He was heading to (planetname). Clues: 1. A recording you find hidden in his house plays when you plug it into his astromech on his ship. 2. You slice into his personal (encrypted) files on his datapad to find a message sent to his love that he wouldn't be away long for (planetname) is close by. 3. Interrogate one of your stalkers to find out that they are trying to cover up that he did leave the planet.
Some ideas I have come up with for encounters is
1. Attempting to buy a ship from a local shipyard. Obviously this can go multiple ways depending on how they want to do this. They count attempt to charm/coerce/deceive the person selling the ship.
2. Asking that the hutt provide a ship. Unlikely the hutt will do so unless they impress him in some way (likely by a show of force, similar to Boussh [Leia] in Return of the Jedi).
3. Board a shuttle. This wouldn't necessarily be the best idea and could lead to more encounters. The shuttle may not even be going where they need to be. There could be issues with their "passports" being counterfeit, they could be wanted by someone, there could be a whole host of entanglements that come up. It's possible the shuttle can get boarded by pirates, shot down once the players get to the planet, leaves before the players can make it back in time.
4. Steal a ship (from the hutt, from the shipyard, from the men following them, maybe even from a player's family/friends). Either way this can get pretty hairy for the players. If they are stealthy enough, they could get away with it without anyone catching on at first. If they are not, they could be in for quite a fight and potentially have a bounty placed upon them due to their actions. If they are caught by any friends or family there will be some heated discussions that could also turn into combat.
5. A firefight inside the dead man's ship as soon as you get inside. The perpetrators were already inside, looking for evidence to destroy and are hiding until the right moment. This could cause some minor damage to the inside of the ship but nothing serious enough to prevent it from flying.
Some extra encounters I am considering:
1. The ship they take might be broken so they need to go somewhere else
2. The players could need proper credentials upon arrival at their destination, which would require tracking down either the actual owners and getting them (legally or illegally) or just buying stolen/fake credentials from some seedy contacts.
3. An Obligation from one of the players could work itself into the story.
4. Maybe the players need to acquire something other than just a ship before taking off.
5. The players, if choosing to take the ship from the dead man, would need to get the tracker removed unless they intentionally wanted to lure out the men involved in this conspiracy. (Ship likely has a less obvious tracker installed as well, one they wouldn't be able to remove at first due to missing it).
So... Is there enough encounters in it to make it last a good 2+ hours? Do I need to add in some of the extra encounters? What do you think of the story?
Edited by GroggyGolem