I'm very improvisational when GMing, so I like to open things up and then plan the direction the PCs want to go in. Or, in the case of the last couple sessions, the direction the dice want to go in... kriffing threats. Despairs too. We got a whole sideplot out of the dice suddenly deciding that every roll needed either 3-5 threats or 2+ advantages. It was fun, though, and the hardest fight the PCs had yet—because someone decided to pick up the wannabe terrorist with her mind, and then the other someone got shot at and pulled a red lightsaber in the middle of a Republic-aligned station. In front of two four-man minion groups and a rival security chief who rolled rather too well.
I was not prepared for that fight, that's for sure. But it's going to make their encounter with the Jedi Master next session an interesting one, considering how many wounds and strain they still have.
Edited by The Shy Ion