Heist style campaign needs some help with encounter ideas?

By Rebelarch86, in Game Masters

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!

Social combat encounters. We ran one in my last game (not a combat focused campaign), and it worked really, really well. Set it up like a combat encounter: spec out the objective, give the characters multiple goals, then let them go. It runs like a combat: roll Cool for initiative, go through the characters involved. Actions and Maneuvers help the group, the opposed part relies on social skills. Each character gets an opportunity to do an opposed skill check with an antagonist; success deal 1 strain plus one per uncancelled success. Failure costs the PC 1 strain, plus one per net failure. They can use any applicable skill: Charm vs Cool, Coercion vs Discipline, Deception vs. Vigilance, Perception vs Cool, Streetwise vs Streetwise, Knowledge (whatever) vs any previously used skill.

The fun in these is it is a roleplaying and strategic challenge, as they can use Triumph and opponent Despair to introduce or discover facts about the mystery at hand.

They could encounter an ISB agent who is undercover and doesn't wish to divulge why she is interested in the ship, the spice, or the PCs. Success could go many different directions, including her revealing the location of a Rebel data dead drop to see if the PCs would take the bait and lead her to her next clue. Obviously the PCs would want to discern her motives and interest, as well as possibly lay a false trail of their own to get a step or two ahead of the Empire.

A group of bounty hunters might track the characters down and try to lean on them for information about the ship's previous owners and the location and quality of the cargo. The hunters might be less interested in stealth, relying more on intimidation and bluster. That could lay down more clues about where the PCs could search, add an element of danger, or start a clock (in that the hunters might solve the mystery before the PCs and do something that would be detrimental to the PCs future livelihood).

You could throw in a case of mistaken identity where the PCs have to bluff their way through an interaction intended for the original crew. This is a classic of the heist genre and has about as many ways it can go right as ways it can go wrong -- and they're both a lot of fun.