So I am a new GM to the system and I am finding a lot of adventure are understandably so anti imperial, however I do have an ex-isb character in my group, he left on good standing after the death of his wife. The character is solid and one of the better Role played pcs in the group as a GMt i hate stepping on player creativity more so when they step out of their comfort zone to try something new. My campaign has begun earlier than the usual Etoe time line essentially at the start of the Rebels TV show. I did this because they are a crew with a well off logistics Corp and i wanted their personal contacts and trade partners in place before the rebellion begins or in truth becomes something significant. Does anyone have any suggestions for how to deal with the 'evil' empire aspects of adventures that would not railroad my pc into being branded as a rebel. Timeline is too early for the imperial remnant time of in fighting factions(the emperor would roll over these being at full power).
he could be a double agent not attached to the imperials but feeding intel from a civilian life. while this works it does pit him against the group in some cases.
Just hoping for some other thoughts or avenues to still run certain published modules with out trampling player creativity.
The story so far:
The group has been issued a GX-1 short hauler(stock) with modded escape craft(this was done to get the whole group into ship combat and acts like the phantom from rebels)
Debts to pay: Removed bargos the hutt part and inserted the Company CEO as the Sabacc winner. The 100k credit marker was made the astromech was damaged and disabled. the supervisor droid destroyed. (in this case there was enough money to pay the miners full wages. They even opted to pay full shares to the families of the deceased miners. much like deadliest catch where they took the idea from) -- anyone think this should have netted an addition xp reward?-- ( I do feel it was a bit above and beyond but another player and gm of our other Etoe campaign has been feeling published xp rewards are too high) At The miners after their rescue and new non hutt employer have request the pcs over see the mine this has made it the base of operations for their crew. Also i changed the Gand Corek to injured not dead.(next entry) The gunrunner ship i named as a g7 Rigger(essentially an earlier g9 model to make hd x5 drop a bit of encumbrance and hull strength as a supply vessel for the mines not fully under pc control but saving mundane supply needs and something for them to rescue from time to time when im flat on ideas)
Two custom split group sessions due to real life complications:
A Gand Expedition on Gavos: Because I needed a fast session for our Scout I made him brave the surface to rescue Corek. I had decided already that Gavos could be a good supply contract. Lookout and the Gand had a friendship so rather than just shoot him down Lookouts resistance to the "stop him command was destroying the speeder bike" Corek was injured and in need of medical attention. i made him trek the surface on his spare times finding a survey drop shelter essentially a second mine option in the barrier with a med droid and basic supplies Corek kept this ace to bring rations and simple supplies if their new owner (assumed to be another hutt was worse than the first) Also as this moved very fast I added the location of a secret research facility that was checked and locked down.(an adventure for when group is whole.
The Hyperdrive upgrade: with the group wanting to and having the cash to get the hd to an x1 modifier one player suggested trying to slavage some parts to lower the price. (essentially i wanted a ship theft attempt at the ship yard but their triumph and advantages on a daunting test to find an old battle site was too good to pass up i rolled with it) A race against air supply of their suits for parts was born. Real life reared its ugly game interrupting head again so our smuggler stayed on watch on the ship their last private move using the ships thrusters to align them for a fast get away before powering down. Their entrance set of a sensor of pirates looting the wrecks i used a space drift sensor sweep analysis to give the pirates their location. In haste I had them identify themselves as the Zann Consortium( i had just been working on my mask of the pirate queen for later use. realizing it a few minutes later i was upset with myself). Running from fighters to make the jump to hyperspace( with no pcs having gunnery one said 'fire wildly make it harder for them to get on top of us') two pcs manned their two weapons firing wildly around debris they were weaving through for cover i assigned a black die to fighters following from the general shot locations. On a 1 triumph and 3 adv from one and 1 triumph 1 adv from the other(i allowed each to have a yellow die since they had committed xp to be spent after the getaway on gunnery) as they entered hyperspace i gave them a chain reaction wiping out the ships after them.(to not have to retcon the zann part).
My group is loving the fast pace and my ability to not bend force them into things. (i generally give 2 to 3 choices in form of session titles.
1 A better ship (their hyperdrive choice) 2 A solid foundation(modding base facilities to their needs) 3 supply run(hiring replacement miners and picking up supplies) so if you want to suggest adventure titles as well go ahead( if your suggestions are picked i will let you know and give you a run down of how went)
Thanks for any and all help