I am attempting to plan out the general potential early components to a fairly open campaign for just a couple players. My expectation is that none of the players will start off playing AoR characters but I would like to expose the players to the general content available from all three systems. There's plenty of premade adventures available already to keep me going for awhile between beginner games and their downloadable content, core rulebooks and GM guides plus the additional longer adventures released for each of the systems. However, all of the AoR themed stuff appears to assume you already have connections to or are part of the rebellion. What I would like are some suggestions people might have for a relatively small adventure which is intended to create initial connections to the rebellion for a group with now AoR players in it to begin with.
My current plan, is to take the EotE beginner game as a starting point. The players are prisoners of Teemo who have just escaped and have to get off the planet in a hurry.. and thus starts the adventure following basically the same encounters, etc.. as the beginner game. It continues with act 1 of Long Arm of the Hutt as they deal with problems on the ship. And in reading the summary of the other acts I see at least one good hook for rebellion ties there. If the Bothan that approaches them is working for the rebellion that is the start of an 'in' for the characters to be contacted for other cases where they may be able to help the rebellion efforts.
Does anyone know of other good existing story tie-ins for non-AoR characters to make their initial contact with the rebellion efforts? Or have other suggestions for a small initial hook and plot that would be good for this purpose? I am expecting I will have either 1 FaD force user and one EotE combatant or 2 FaD force users, but it's hard to tell for sure yet.
My issue with using the Long Arm of the Hutt acts 2 and 3 for this is that it seems like it would be a difficult sell to convince two escaped prisoners to go back to Teemo's palace. Especially hard if this were run immediately after their escape, but it also appears that the adventure plays off the fact that Teemo's palace is currently a bit chaotic after their escape and various other activities through out Mos Shuuta to explain there being some security holes to exploit and get themselves in. Any thoughts on making it seem like a plausible and good idea for the characters to return to the scene of their daring escape?