Spoilers for both Return to Hoth and Jabba's Realm below:
One of the coolest moments that I'm looking forward to in my upcoming Jabba's Realm campaign is the part in Moment of Faith where the Rebels have to decide where their loyalties lie. It's almost like a Mass Effect style decision. I really wish campaigns had more of this, but I realize that an increasingly branching mission structure would make for an inordinate amount of missions in an expansion.
However, I think that choice doesn't necessarily have to be reflected only be what mission follows.
Consider, for a moment, the Agenda missions in Return to Hoth- in my opinion, they were flawed. What may have intentionally started as a method to make the campaign more replayable by not requiring side missions that may have been attempted in the Core campaign, the problem is that these essentially necessary threat missions only have 4 different versions- so, what may have originally had been a plan for variety now cripples variety, particularly for anyone who owns multiple expansions. What I did like about the Threat missions, though, is how their attempts or lack thereof were always felt in each mission. If the Rebels let these threat missions build up banes, they would suffer for it. If they reduced the banes or gained boons, they'd see their efforts reflected in story mission triggers.
So, what if we merged these two ideas together- Bane/Boons and Choices?
Here's my proposal- let's say we have a campaign in which the Rebels are working toward building relations with another planet and trying to win support for the Alliance. For this example's sake, let's say it's Shu-Torin (which would also allow for volcanic and subterranean tiles, which would be cool for other settings like Sullust and Mustafar, too). Now, at certain points in the mission, bonus objectives might appear. For instance, imagine this example:
"You're downloaded the Imperial intelligence. Now, all you need to do is escape the base!"
Missions ends (rebel victory) when all Rebel heroes are on the clearing.
"Just as you're about to leave, you hear a voice on your comlink.
'This is Baron Karth. A valuable Imperial officer has been spotted in your area. Take him down, and the Loyalists will be quite grateful."
Spawn an elite Imperial Officer on the blue point.
As an optional objective, kill the Imperial officer.
At the end of the mission, if the Rebels managed to defeat the officer, they win a certain amount of Favor. If they do not, the Imperials win that amount of Favor. In addition, each side wins a certain amount of their respective Favor based on the results of the mission. Favor will act as a new ingame currency that, like Threat, will typically be spend inside missions.
For example, another mission might see something like this:
"Our Snipers have got the enemies in our sights', you hear Baron Karth say over your earpiece. 'Just give the word, and we'll lend you a hand."
The Rebel Players may discard up to 3 Favor tokens. For each token discarded, they may choose an enemy unit with threat cost 3 or greater. That unit is defeated.
In the first example I gave withe the Imperial officer, the trade off was obviously risking the mission for the extra favor.
Other in-game choices could offer a bit of a different type of trade off- perhaps a thug offers to collect some information on the Shu-Torin royalty for the Empire. You can sell the information for the Rebels to gain a good amount of Credits, but at the cost of giving the Empire favor.
Or, conversely, there could even be bidding wars:
"As you hear the Imperials battering on the door to your room, you can only hope that the steel will hold.
'Greetings, friends,' the Baron says, appearing on a screen in the room. 'The Empire is asking that we grant them permission into the room you're holed up in. I do hope that you'll be able to convince me that I needn't do that."
Starting with the Rebels, hold a Favor bid.
If the Empire bids higher, remove the door.
If the Rebels win the bid, the door is locked. Give it 7 health, with a block of one.
I'm also toying around with some ideas like making Favor able to be spent as Threat for the Empire, or for bidding wars to determine who chooses the next story mission.
Basically, I just really like the players having more agency and choice in campaign that translates to thematic events, and I think this would be a far more feasible way than to have a branching mission structure that could quickly get out of hand.
Let me know what you think!