Critique/Help Me With My Plotlines

By Ubese, in Game Masters

For my upcoming game I plan on having a number of main plotlines going on concurrently to one another. Each can impact one another and they each tie into a central MacGuffin/idea. Along with longer sideplots and random missions. I am hoping to have each main plot follow a Four Act structure.

Inquisitors:

  1. Joining the Plot: Having done various small tasks/missions in the prologue the characters garner the interest of a "Rebel Agent," sending coded messages to them through a BOSS interface. The PCs hopefully taking this hook begin to follow these missions, each of these revolving around slowly tracking down a Inquisitors plot.
  2. The Twist: They finally track down the location of the Inquisitors, it is a Interdictor Cruiser but within the belly is a old Jedi Watchers ship with a medical bay full of blood samples from Imperial records. The Inquisitors are secretly training their own. After defeating these Inquisitors (one of which could be one of the Force Sensitives know from their time as Younglings) they finally get to meet the Rebel Agent. It is actually a Emperor Hand who had been using them to eliminate a rogue Inquisitor sect.
  3. Downfall: They are now on the run as the Emperor Hand and their Imperial Agents take control of Rebel forces take control of activities and hunt them down. Along the way they and the Emperor Hand begin a chase to find a fleet that has slowly been assembling for the Rebels.
  4. Triumph: Recovering the fleet with the help of the real Rebels and "Reaper Squadron" ex-Rebel squadron they will have met before. They defeat the secret Imperial forces and take the fleet.


Pirate Queen:

  1. Joining The Plot: Having started to run smuggling and other operations for various well-financed outlaws they meet the Pirate Queen. A Togruta smuggler who has been raiding capital ship shipments being sent from the Corp. Sector to Imperial control, stealing whole ships.
  2. The Twist: These ships are not just being stolen by simple means. A slave circuit had been installed by Rebel Agents within them and the Pirate Queen is also a Rebel Agent her raids setting off hyperspace coordinates they jump to after the crew has abandoned ship. She doesn't know the location herself the coordinates aboard the ships. She wishes to find them to make her own fleet powerful enough to make the Outer Rim free of both Imperial and Rebel influence, a pirate haven.
  3. Downfall: The PCs must decide if they wish to help the Rebels or the Pirate Queen as things go from bad to worse. Word has spread of this mysterious fleet and both Imperials, Corp Sec. and various crime lords are on the hunt as well.
  4. Triumph: The PCs uncover the fleet for their respected group, or even take it for their own.


The Crime War:

  1. Joining The Plot: Word is slowly spreading through the criminal underground that the various criminal organizations are desperate as the Imperials clamp down in the Outer Rim after the destruction of the Death Star. The PCs begin to search for what it is in hopes of a big score.
  2. The Twist: The rumours have been spread by Prince Xizor hoping to gauge the interests and tie up the resources of the various interests in the region. Prince Xizor has been spreading it... (That is as far as this one has gotten, not sure what ultimate goal he has besides wanting to see who is more powerful especially between Imperials and Rebels).
  3. Downfall
  4. Triumph


Sideplots:

Control of Hutt Space: This sideplot revolves around a growing family war between the Hutts of Nar Shaddaa, specifically between the current main ruling Hutts and a up-and-coming. Specifically each Hutt is looking to the Imperials to help them broker power. The current one in power wishing to maintain the current relationship of bribing Imperials to keep out of their business. The other is working with a Imperial military officer who wishes more direct control but will put this Hutt on-top. The PCs get dragged in when they are recruited to transport a Imperial intelligence officer who has knowledge on the conflict.

The Factory: A old Separatist space-factory has started production again. Selling droids to various factions within the Outer Rim, this has led to increased violence and war between these factions. The PCs need to hunt down this hidden factory and decide what to do with it.

Dark Forces Corruption: Tyber Zann during his time in prison finds out that the Moff Rebus was taken from Rebel imprisonment and imprisoned himself for giving into Rebel questioning. He breaks him out and recruits him to make new Dark Troopers for Zann's goal of spreading his criminal enterprise.

Missions:

Missions are going to be the more regular, lower key fodder the PCs would be more used and practiced in doing so. Sideplots and mainplots being much more epic stories that is way over their heads. I am just looking here for lists of good outlaw missions to go on.

On another subject matter, some of my players to finish up their character concepts asked for 30 extra XP at character creation. Obviously to be fair to do this I'd have to give this to all of them. Just wondering how big of a deal this be.