I have 9 year old twins who I have just started getting into roleplaying and we've decided to give EotE a shot. We enjoyed the beginner box and moved on to a homebrew campaign.
Opening Crawl:
Tatooine,
criminal backwater of the galaxy.
A place of lawlessness, cruelty, scum and villainy. In the wretched town of Eisley Sinks, three factions fight over the power vacuum left by the death of the former boss Rip Vakka. Hakko, Rip's former underling, tries to establish command of Vakka's organization. Posh Vantoo, loyal to the feared Jabba the Hutt, seeks to absorb Eisley Sinks into his own control. Bleebo Plug, an ambitious Rodian newcomer, has her own designs for the criminal future of the town.
As these rivals posture for power, two young Cathar bounty hunters have found themselves stranded in Eisley Sinks due to an attack on their ship. Bleebo Plug has offered to repair their ship in exchange for certain services. This offer is generous, but places the two in the midst of a gang war about to explode...
Basically, Bleebo feeds them bounty contacts worth varying amounts and Zippy and Shard fulfill them to work off the repair bill on their ship. The repairs are going to cost 12,000 credits, so they've got a bit of work to do.
On the GM side, I have a deck of event cards that list certain events in the gang war. I secretly draw two of these cards per game day. These events may or may not directly affect the bounty hunters' quests, but some of the events trigger additional, higher value (an higher risk) bounties.
For example: The first 2 bounties the kids took were Pewmal, an Ithorian sabaac dealer who works for Bleebo, but has been caught skimming chips from the tables, and Fattor Kut, an Aqualish bouncer at one of Bleebo's clubs whose been charging extra cover fees which he pockets for himself. The first day's events are that Posh Vantoo is going to try and hijack one of Bleebo's shipments and that Hakko's thugs are going to tear up one of Bleebo's clubs. While searching for Pewmal, Zippy and Shard witnessed the hijacking attempt, figured out what was going on, and was able to help gun down Vantoo's Gamorreans, saving the shipment. Later, when the Cathars go to confront Fattor at the club, Hakko's thugs will show up to tear the place apart.
The interaction between the event cards and my kids' narrative choices has been pretty fun to see and pretty easy to control on the GM side. I'm looking forward to seeing what develops!