Full campaign without side missions- options

By VadersMarchKazoo, in Imperial Assault Campaign

My group is thinking about playing Jabba's Realm without side missions (or maybe just a couple for fun). That way we could finish in 7-8 weeks rather than 12 weeks. I was thinking that I'd still use the side mission deck and buy agenda missions etc. However, rather than play though the side missions, we would do one of four options (haven't decided yet):

1) Award the win to one side: Perhaps, Rebels win red and green missions automatically, Empire wins agenda missions (and maybe grey missions) automatically.

2) Give full awards to both sides for each side mission.

3) Roll a dice to see who wins assigning probabilities based on BGG polling data (when more than 10 respondents have taken the poll for that mission). Otherwise a 50/50 chance.

4) Set up a fun but very short skirmish scenarios to decide the outcome (perhaps weighted similar to option 3). Ex, One Hero vs a Rancor and 2 Gamoreans (totally spitballing that idea not saying it's balanced).

Anyone else try these or other ideas?

I've seen one option where the Imperial player writes a short D&D lite passage to simulate the mission. For instance, it could be something as simple as this:

Mission involves reaching and activating a terminal.

"The Rebels get attacked by a stormtrooper squad. To defeat all three stormtroopers, the Rebels will have to assign 6 damage to them!"

Rebels choose a hero to attack. Imperial player does not roll defense die, rather Rebels just try to accumulate 6 damage.

"The Rebels have reached the terminal! But it's heavily encrypted!"

Rebels choose a hero to do a mechanical test.

Of course, you could add in as much fluff or tests as you want.

27 minutes ago, subtrendy2 said:

I've seen one option where the Imperial player writes a short D&D lite passage to simulate the mission. For instance, it could be something as simple as this:

Mission involves reaching and activating a terminal.

"The Rebels get attacked by a stormtrooper squad. To defeat all three stormtroopers, the Rebels will have to assign 6 damage to them!"

Rebels choose a hero to attack. Imperial player does not roll defense die, rather Rebels just try to accumulate 6 damage.

"The Rebels have reached the terminal! But it's heavily encrypted!"

Rebels choose a hero to do a mechanical test.

Of course, you could add in as much fluff or tests as you want.

I like that. This could really boost the narrative. Sometimes it's easy to get bogged down by stats and game balance. This is a good reminder to just make it fun.