I thought I’d post a summary of my TFA campaign on here, so prospective GMs can see an example of how it could go, offer feedback and share ideas. For potential players, there are spoilers aplenty for both the boxed set campaign and “A Call for Heroes”, so consider yourself warned.
Session 1
The adventure started per the book, with the four heroes gathering at the Starlight Wanderer. They made it through the first two fights unscathed, thanks in part to a successful garage ambush and destruction of the speeder using the Wanderer’s turret. After recovering the data and fixing M’harli’s quadjumper, they took off in search of the Resistance, and finding Phasma and Co. instead.
The encounter on the star destroyer almost didn’t happen. It took every “dark side” dice upgrade in my arsenal to keep them from getting away, and even then, Bormo’s hyperspace roll almost prevailed, but he tied instead of beat the number of failures, so they were captured. After telling a somewhat convincing story, they managed to overpower their guard while the FO searched their ship. In what would be the first of many unorthodox moves on this group’s part, they gathered their gear and headed up to the hangar control room, subdued the techs there (showing some “good guy” vibes, they didn’t just gun them down) and then deactivated the hangar shield, venting the troopers there into space.
This sounded an alarm, of course, so they closed the shield, raced to the quadjumper to recover the data, and discovered the ship was unflyable. While Fira and Tiras held off pursuing troopers, M’harli and Bormo got a FO shuttle running and they all escaped.
Session 2 (where the whole thing almost unraveled, which was mostly my fault)
Realizing they needed a “clean” ship before they approached the New Republic, M’harli offered to steer them to a shady contact on Ord Mantell and see if he had a deal for them. While the pair talked business, the rest of the crew hung out in a cantina. Rassa Set, the aforementioned gangster, offered a clean ship if the party flew the shuttle to Quantxi to pick up a “delivery” from Kanjiklub and drop it off at a warehouse without attracting any local security attention. After that, they’d meet up and swap keys, so to speak.
Touching down on the nearby moon almost ended this whole adventure, when the party met ten heavily-armed gangsters, a gunship, and their cargo: six Twilek slaves. My intent was to present a moral dilemma, but also to convey that “guns blazing” was not a viable solution. In this second part, I failed, and if M’harli’s character hadn’t almost commandeered the shuttle, the whole party would’ve been massacred, because two players (thanks in large part to their lack of RPG experience and their view that this should be played just like Imperial Assault) were ready to start throwing grenades. They flew away, but everyone was almost visibly angry with the M’harli player (not character, mind you; things were very tense around the table) for seemingly “running the group” because she had the keys to the shuttle.
They calmed down enough to come up with a coherent plan, dropped off the slaves at the warehouse, and the other three slipped out while M’harli went to make the ship exchange. They infiltrated the warehouse, waited for M’harli’s return at the helm of a beat-up YT-2400, lobbed stun grenades at the guards, freed the slaves, got everyone on board and took off, confident that screwing a gangster who may or may not have ties to Black Sun wouldn’t come back to haunt them later.
After this session, I dished out a bunch of info on how RPGs differ from tabletop dungeon crawls (there are no do-overs, not every scenario is winnable through force of arms, etc.), answered a bunch of their questions, warned the one player who may have actually been trying to run the group, and thankfully averted future meltdowns.
Session 3
The most fun to date, this involved the crew of the newly-named Rassa’s Folly hyperspacing to meet the New Republic on Hosnian Prime and arriving about an hour after the flurry of red death from Starkiller Base. After dodging incoming chunks of planet, the crew picked up a faint distress call from the Nebulon-B Frigate Redemption (Armada tabletop models came in handy for this portion), whose drives had been damaged by the blast and was falling into the sun. Hey, if the destruction had also resulted in a cancelling of all their orbital velocity, it could happen. Work with me.
Dodging debris, with Fira and Tiras on the guns to blast any chunks that got too close, they docked with the frigate in time to see an explosion in the aft section venting debris and people into the void. After meeting with the ship, they learned they’d witnessed the death of Redemption’s engineering crew, who were attempting to repair the hyperdrive. So they now had 78 minutes (I started the timer at 90 when they entered the system) to patch the hole, fix the hyperdrive and get the sublight engines running.
While the crew split up to accomplish various tasks, Tiras was approached by Finley Finlas, Jr., junior partner in Finlas and Sons, one of the biggest banking houses in the core worlds, and offered twenty thousand credits to immediately fly him and his droid assistant to safety. Adopting a team attitude over his “I’m in it for myself” scavenger roots, Tiras declined.
In the main ballroom, Fira attempted to calm the passengers, and was reunited with Dak Hobbes and his wife, Elsa. Dak and Fira were part of Recon Team Alderaan, a secret New Republic unit formed years earlier for recon and infiltration, that was unfortunately disbanded after a suspicious training accident resulted in the death of most of the team. Dak met his wife, a nurse, while recuperating from the incident, in fact, and the disbanding of the unit led to Fira’s disillusionment with the New Republic. Dak confided he’s now working with the Resistance and will tell them the location of the base if they give him and Elsa a ride. After the Redemption’s saved, of course.
A successful roll causes Fira’s spider sense to tingle, and she spots Finley giving orders to his droid, who then heads off in the direction of the ship. Fira and Dak follow, and when the droid fires on them, they blow it to bits. Fearing future thievery, they give one of the Twilek slaves a blaster and tell him to guard the ship until they can take off.
Repairs continue, with complications, of course, and with about 30 minutes to go, they discover the Redemption’s hyperdrive is shot and must be replaced. The sublight engines are now running, but at this point they only serve to slow their fall; they're deep in the sun's gravity well. The party heads to their ship to remove its backup HD and are fired on by the Twilek, who’s decided Finley’s new offer of 20k credits is a fortune for a former slave and lets the banker on board, keeping guard while he preps the YT-2400. They gun down the poor soul, board the ship, stun and hog tie Finley. After the hyperdrive’s replaced, they undock and hyperspace out with about 8 minutes until the point of no return, effectively kidnapping a prominent banker in the process.
---
We've done a few more, but I'll let this fly for now and update the post later with more sessions. C&C are welcome!