There have been a couple of criticisms in our group regarding the way character side quests are handled:
1. Each player might not get their side quest over the course of a campaign.
2. If the side quest is failed, the character doesn't receive their bonus item/skill/etc...
3. If their character's side quest gets pulled too early in the campaign, criticism #2 is more likely to occur.
The biggest 'bummer' that has happened so far was the failure of Diala's quest. The player was excited to get their hands on a light saber and it was anti-climatic when the quest failed and the loot was lost.
These criticisms have led me to ask the following questions:
1. How can we work in all the character side quests in a campaign without eliminating ally/miscellaneous side quests while maintaining game balance?
2. When is the right time to introduce the character side quests?
3. Can there be a measure taken whereby the character loot is acquired regardless of win/loss of the scenario?
4. If the character quests are to simply be additions to the main campaign being played, how should they be scored?
The questions have led me to the following conclusions, which is where you, the masses are invited to agree, hate on, and/or discuss in a civil manner:
1. Following the second story mission, side track to run each characters side mission, in succession.
2. If the rebels win, they get the item and nothing else. If the empire wins, they get some chunk of their rewards and the rebel player gets the item.
3. No shopping/xp assigning for the rebel players during this four mission run.
4. Following the four character side missions, proceed to running the two side missions between story mission 2 and story mission 3.
Things to think about with these measures:
1. The jump to 4 threat with story mission 2 might sway things in the empires favor's. If they win all four character missions, the partial bonuses awarded via statement 2 above may throw remaining missions our of balance. I'm not intending to create a disturbance in the force.
2. We play once a week (sometimes one, sometimes two missions per session). Will this ruin the main story narrative with such a delay between story mission 2 and story mission 3 (it would now be six missions and possibly six weeks).
3. Simply gift the character items following the first rebel victory once the threat meter hits 4 pts/rd. personally, I want to play the missions (I'm the one with the financial investment and would prefer not to omit content).
Enough said on my part for now. I'm sure there are several additional variables to consider I've not thought about yet.