Hi all
My PCs are about to get into an argument next session, and I'm just trying to find a few ideas to forestall it, or work it into the story without breaking the group!
One of the PCs is a droid Ace/Rigger, who is devoted to the YT-1760 that the crew are flying in. Absolutely no way that she would ever leave the ship behind, unless it was literally blown up (which I'm saving for a climactic moment later in the campaign!).
Another PC, a Diplomat/Analyst with an Imperial past, pointed out at the end of last session that the ship was seen blasting its way through an Imperial blockade, and the smart thing to do would be to trade up.
Now, obviously there are other PCs involved, and I also have an NPC who could overrule the analyst if necessary, but I'd rather present genuine reasons for the party to keep the ship they currently have. Money is obviously a big factor - they couldn't afford to buy a decent ship outright - but I'm pretty sure he'll suggest hiring a ship (as Luke did with the Millennium Falcon), and it'd be good to have something in-game to stall this line of thinking. (Out-of-game I can just point out that it won't be fun for the Rigger and the Pilot to do that, but I'm trying to get my players to think more in character at the moment, so I'd prefer not to do that if possible).
Just wondered if anyone here had any thoughts as to why the party shouldn't/couldn't/wouldn't sell the ship?
Thanks in advance.
(PS I suspect at least one person wants to suggest that the PCs should be allowed to sell the ship if they want to. Please resist that urge - that's not the issue here. The issue is that one PC wants to, another PC doesn't, and both have genuine reasons for those positions. I'm looking for something that can tip the argument so that the PCs don't reach an impasse).