Have a successful game going with new players that are deeply engaged.
they pulled off a heist to steal ship, only that ship had a cargo hull full of spice. The ship was already in the middle of a work that they pulled sideways. Empire, Hutts, Rebels, and Black Sun are involved.
there are a bunch of clues for each party's involvement. They have pieced together the basics of what happened so far. They stole the ship out of an imperial impound after where it was picked up by a crew that left hurt space. They correctly figured out the planet the drugs came from. The group has expressed that they enjoy the gum shoe aspect much more than combat.
I want to keep this going with our next mission tomorrow. They have a solid plan to get the right Hutt to identify them and I'm trying to come up with interesting non combat encounters that would fit in with heist style story telling.
I really want a dilemma for them of having to hash out the heart in conflict with itself. The players get seriously engaged debating eachother about what to do next. I'm thinking in the realm of a weird, untrustworthy way of being contacted, like the old x on a window type of signal, innuendo convo they don't fully understand meets something they really don't want to do, like letting people onto their ship, leaving the cargo somewhere. Things along those lines.
the empire knows where the drugs came from so if they aren't on the look out for scouts they will be showing up towards the end of the session. I also don't think the hutt is going to let them come before him easily or right away either.
any ideas for toy box/puzzle style encounters meets difficult player choice would be awesome!