I'm a newer GM writing a campaign for my friends.
The story begins with them being stuck on a transport carrying a bunch of colonist being "relocated" by the empire to a new "better" colony in the outer rim (similar to Tarkan Town for all you SWR fans).
A series of events happen, resulting in the ship dropping unexpectedly out of hyperspace, followed by a ship wide evacuation as the ship explodes.
The PC's are now tasked with helping/guarding a group of survivors who are going out to collect supplies (food or building materials for shelters).
The idea I had was using mass combat checks to determine how the overall group does gathering supplies. There will be base dice and actions taken by the PC's beforehand (helping build harvesting tools from salvage, motivating survivors, or convincing more survivors to help) to add more dice (good or bad).
I know it's technically an AoR rule, but I thought that it could apply here. The roles would be based off of a group of people and not just the PC's.
The roles would determine how the overall trip goes. Do they find supplies, do they get attacked, do they find other survivors (will they join or attack?), do they find a surprise (helpful/harmful?), etc.
I'm still going to give them the option of going out and exploring on their own of course. But unless they find something significant, it will sour the relationship with the fellow survivors who asked for help.
What do you guys think? Any tips or advice you would give for something like this?