Disclaimer: I realize that the system is designed to be narrative and that the characters are the heroes and should be easily living to capitalize on the bottom end of multiple Spec Trees.
I recently had an epiphany about how in my early days of playing Pen and Paper there seemed to be a lot more actual danger to the character, and people didn't plan out their characters because there wasn't any guarantee of survival. I tend to dislike the constant progression pressure as it feels like the emphasis is always on the Character/Item progression. 100 XP is just a place you want to get out of so who cares what happens there, I won't be happy until I reach 600 XP.
Anyone run a more dangerous and deadly version of this game? If so, how do you accomplish it?
My players instituted their own rule where if you reach 2x negative wounds you are dead if there are more Dark Side Points facing up than light side points in the Destiny Pool because we all didn't like Fiat-Only death from Wounds. I was thinking that I could make Minions tougher on average, but Minions are not on the chopping block because they can be deadly if used correctly. I'd rather not rely on Disrupter usage and the obsolescence of Blasters to make sure the game is challenging, because I feel like that isn't going to resemble Star Wars enough. So I'm looking for way to have it so that a character who survives to 600 XP has earned it. Even anecdotes on this topic may be helpful. Just looking for how shaping the game toward being more deadly will likely manifest itself.