Hey folks, Ive been running my first campaign as a GM (and first with the narrative dice system). Mostly EotE characters with one from FaD. The PC have basically got to a point where they are likely to be hunting down the villainous mastermind (a junior imperial inquisitor who has gone rogue and started up their own brainwashing/kidnapping cult). The confrontation will likely be in the next 1-3 at most sessions of about 3 hours each.
Since this will be the culmination of the campaign so far, I'd quite like it to go well, so any advice on how to make it a memorable experience will certainly be appreciated!
What i am concerned about is the possibility of loot after the battle. I know the books say you should try to wean players off the "loot corpse" mentality, this has partially stuck, but when the dead bounty hunter has a cool (X) they find it hard to resist. Anyway, I am a little concerned that when our heroes defeat this villain, they are gonna want her lightsaber and whatever cool stuff she is equipped with.
The FaD character is a rather tanky knight who already has a lightsaber: I am a little concerned he will want two, which given his one lightaber is already the fanciest piece of kit in the party may not be good for team balance, and would certainly make it hard for me to balance encounters in future.
At the same time, no loot at all may feel that I am stiffing the players, especially if done in a contrived way.
I have considered that they are likely to seek rebel assistance in attacking the cult hideout; given its early days, they will probably want the war material to boost their own position in the area, and this could mean they are limited in what they take. Another possibility is that the local moff, who has been quietly gunning for this rogue inquisitor, turns up near the end of the battle, either to deal with the renegade himself or because he got wind of a rebel operation going on, forcing a scramble to escape: This again may feel a cop out, and may not help with a PC saying that they want to make a quick grab for a saber? I could spend a fate point, but if near the end of a session as its likely to be at that point with no consequences for me not using it, is that a cop out?
Should I just not worry about it too much? Whilst a lightsaber can be a big deal, If the party has one already is another really gonna break the game? That said, if only one character has the lightsaber skill, would that be an issue?