I know they have tips in the core rule books but I would like to make a thread for new GMs including myself who are interested in creating their own campaigns. Now obviously this is a very group specific process/ project. Every PC wants something different, but there are many things that apply to everyone and every group. These may include:
basic Plots
fighting encounters
space battles
fun side encounters
unfinished mini-campaigns in case the group derails
And yes, even those can be group specific. I would like everyone's input, players and GMs like, even though mostly GMs will be on this part of the forum. I find creating campaigns to be fun, but hard, and it can make it easier to have ideas.
So I will start off by giving an encounter Idea I had a while ago using a Hutt, some thugs, and a lot of murder.
The group is in a cantina or bar of some sort when two men walk in and survey the crowd. The group has to pass a perception check (average) to see them marking certain tables with a tag of some sort. After 10 or twenty min of doing this (depends on cantina size) the men leave, no words, no drinks.
After a short while longer the must pass a discipline check to hear a small scuffle outside. If they do, they gain a boost die on their net check. Also, when they do they realize that the tags that were placed are reverse repulser-lift devises, pushing the table down, making it many times heavier. As soon as I tell them this the door opens and two men carrying heavy blasters step through, killing everyone they see, the PCs, don't have time to react, and if they try to fight make the check really hard. The idea is to find a way to hide. if they are determined to fight, then use the stats from smuggle in the EOTE CRB and replace ranged light with ranged heavy and their blaster pistol with a heavy blaster rifle.
no matter what they do, everyone else in the cantina should be killed. Then the men should come deeper into the cantina calling out for survivors, and a Hutt crime lord of your choice can come into the door. the Hutt should end up talking to the players about some job of the GMs choice, and with a good negotiation roll might even give a even better reward.
From here the GM leads the players onto the start of an adventure.