Brad, I admit that it's much, much harder to run that kind of game than a standard dungeon crawl, or just having a bunch of smugglers running around in a tramp freighter.
But I really wanted to go beyond the standard tropes, to play the game 'outside the box' and try to tell different stories this time around.
(When I rewrote our canon, I made sure the Alliance were not 'rebels' but a much, much bigger organisation, one with fleets and homeworlds and armies and resources and entire species... still smaller than the Empire, and still needing to pick its battles, but capable of taking on and beating its enemies if they play it smart.)
I have to handwave it sometimes, or make up stuff as I go along... but I wanted to encourage players taking offbeat careers and specs, like Scholar, or Propagandist, or Figurehead, or Strategist. I didn't just want them to be 'D&D adventurers in space'.
But yeah, that stuff takes way more work, and needs more player input too.
It's funny, games like 'Dragon Age Inquisition' try to put you as PC in charge of a larger organisation... but you still end up hunting rams for food and gathering blankets, when technically, you should delegate these minor tasks or just buy some meat or blankets with all the money you should have!
However, the 'War Table' did work well in a narrative sense, and I'm trying something like it for our Strategist/Figurehead Commander. The PC is supposed to be in charge of the overall effort, and doesn't need to personally go out and shoot stormtroopers themselves when they can order armies around. I'm still working on the system, but it basically offers them choices as to what battles to fight, what allies to make, etc. And I'm stealing quite a few ideas from the new 'Rebellion' boardgame.
I know The Patriot has a game where his characters are in charge of a pretty big independent faction. I wanted to ask him how he deals with such things but he's kinda gone quiet. He'd likely have a lot to contribute if he's reading this.
Edited by Maelora