In Need of Ideas

By Yaccarus, in Star Wars: Edge of the Empire RPG

So, my PCs have gotten fairly wealthy recently, a combination of successfully getting money in the Jewel of Yavin adventure and owning a homestead and two businesses. This homestead/business combo is a large space station with three functions so far:

  • Homestead-The Third Wheel: Retreiving gas from the Metharian Nebula.
  • Business 1-Metharian Nebula Fuel, Inc: Refining the gas and selling it as fuel to passing starships.
  • Business 2-Wheeling and Dealing: An onboard casino

With a fairly peaceful way of living, their obligations dwindling, and financial stability, I’m not really sure what to do for the next session. I thought about going with one of their old enemies attacking them, but there’s been more than enough of that already. For anyone else who has done homestead/business sort of campaign, what kind of story hooks did you do?

It'd be a shame if something were to "accidentally" happen to their homestead. Fortunately for them there's a representative from Huttco Insurance there to sell them an insurance policy.

They have a casino, but do they have a hotel? If they have a hotel, they need restaurants and other activities. A casino alone won't generate much if people only stop by for a little while. Sentients need other activities to occupy their time, otherwise the casino becomes never grows beyond one of those little hole in the wall types.

Recently a ship docked for refueling and some R&R. Unfortunately it seems that a type of rapidly re-producing, very hostile organism was stowed away. Now the characters and their security teams need to fight off a bunch of creatures. This can stay light or get as dark and or horror themed as you like.

A CR-90 is currently refueling when suddenly three star destroyers jump into close proximity. They don't care about you or your little operation, but they say that the ship has someone/something that they want. Unfortunately, after a thorough search of that ship they can't find it/them. Maybe your players have already agreed to hide it/them or smuggle it/them away. Unfortunately now the imperials are searching the station from top to bottom. Better keep them happy or they may get a little rough. I certainly hope your characters weren't doing anything shady that can be caught.

A representative from F-One Racing stops by. He thinks the nearby gas cloud and some of the nearby asteroids would make a great space-race course and would like to hold it here. Is it legit? Do the players have the facilities/resources to hold it there?

A scientist visits them and believes that deep in the Nebula is a pure form of the gas that would make a super fuel for something. But in order to get it, your players will need a specialy modified ship.

Same as above but believes there is something else (planet, or long lost space base) deep in the nebula. They'll need a special ship to get there.

A lot of these have the opportunity for making more in the end, but can cost the players a good amount up-front. But without risk, there is no reward.

Hope that helps.

Have them be approached by representatives of the Rebellion to ask for financial/resource backing. Or have them be proactive about it themselves, deciding to use their resources and wealth in an active way, instead of just sitting on it. Given their focus on fuel, they could be approached by the Rebellion (or some other agency if they aren't playing good guys), asking for use of their facilities as a gas station and ship refitting station. Offer to expand on their facilities, perhaps adding in a shipyard, or repair shop for ships if they would give their group a discount on the gas. Or, if they decide to go for the Rebellion, they now have to operate sort of clandestinely, given they have a casino, which would likely draw in random people who might notice the battle damaged ships, and possibly report to the Empire.

Perhaps they try and establish a trade lane with some group, perhaps the above mentioned Rebellion, who can't come to the site directly, but will happily pay for the gas. They then have to get a transport ship, fly it around, perhaps running into multiple challenges and adventures along the way to the delivery point. They might have to cover their tracks using social/computer skills, so that various Imperial agencies don't catch wind of what they are doing.

Or perhaps they refit the entire station into a shipyard/refueling station, and have to then worry about supplies to keep the place running, and the people fed, defenses to protect their investments, and possibly getting dragged into other peoples problems/adventures.

I'd watch episodes of Babylon 5 and Deep Space 9 if you want some episodic ideas for stuff that could happen to an established station, and then also just tweak other stuff based on your players' interests.

  • What is the location of this station? Is it in Imperial Space? If it is then the Empire could demand to do an inspection and state that they will be coming back regularly to collect taxes on both the station and the commerce.
  • A pirates nest may be located in the area, and a spacer will warn the PCs that while he enjoys their station, he fears for its safety so far from any protective authorities. The PC's may decide that they want to pro-actively search for this pirates cove or have the pirates start probing the Station with spies and possibly sabotage.
  • A contingent of poor workers have been discovered living in the lower decks of the station and they have a new leader who believes the station should provide more for them since they do the menial work and live in dangerous unshielded holds in the station. The workers have a decent representative who want to cooperate but he is challenged by a bellicose upstart who may or may not be a plant by pirates/smugglers/etc.

I have PCs who are also wealthy and running a business, and what I have been doing is to put them in the middle of a political struggle between the local Hutt crime lord and the Imperial Bureaucracy that is creeping into power on their world.

In your situation, you could always have a rebel liaison try to set up a refueling arrangement with the station, then have an Imperial agent arrive to "negotiate" a similar situation with far less room to compromise. Now they're stuck between the two, especially if the Imperials leave behind a security detachment to set up things for their vessels.

A casino is a natural target for cheaters, slicers, and card sharps. A group could see this isolated casino as a prime mark, and they could plan up a heist to take all of the credits in the station. Essentially, what would a group of thieving, conniving PCs do to a station like theirs? Do that to them.

Someone else could set up shop on their station who will start disrupting things, like a mechanic who sells maps to some derelict Clone Wars ships that instead leads unwary spacers to a pirate trap that they don't return from. The PCs could hear about a string of disappearances that, if they don't investigate and solve them, could end up ruining the whole station, as people refuse to come there to avoid the same fate.

Slavers could use the refueling business to extend their range, leading to a group of bounty hunters arriving who assume the station is in on the slave ring. Do the PCs help, or plead innocence. Either way, the bounty hunters could just be the beginning of investigators and law enforcement staking out the station -- a situation that's sure to have an effect on the Casino and any customers who would prefer to keep a low profile.

A virus could break out that requires the PCs to quarantine the station and figure out a cure, especially of one of the PCs has any skill with Medicine, Lore, or likes to do research.

An empty ship could drop out of lightspeed heavily damaged and devoid of living or droid crew, except for the dozens of individuals suspended in carbonite in the hold. Are they colonists marooned for centuries? Criminals en route to a high security facility? Do they wake up one of the frozen? Who would they call for help?