So my group has been doing the Arda I campaign and, as we started up Act III, two of them revealed that they had been doing some brainstorming between sessions. They had come up with a plan to trick the Imperials into sending troops to the Rebel base and then ambushing them. When they learned of the Interdictor cruiser that patrols the area around Ord Radama, their eyes lit up and they decided they wanted to draw the Interdictor into the trap as well, perhaps even ultimately kicking off an open rebellion on Ord Radama.
They were super excited about their idea and at the end of our last session, I asked if they want to pursue their plan. They were all on board with the idea, but now I'm kind of stuck on a question:
Do I, as GM, draw up the battle plan and allow them to tweak the plan and help execute it? Or do I leave it open to them to figure out and then try to throw together the encounter on the fly?
Has anyone done this sort of thing before? I was almost thinking of doing a three act sort of thing:
Act I - The Planning Phase. The players would be presented with Rebel command's idea for the battle and they'd be allowed to tweak it and make it their own. The players would be tasked with securing items needed for the battle as well as laying the groundwork for the battle ahead.
Act II - The Battle for Resolute Base. The players would set the trap and see if they can reel in the Imperials so they can ambush them and wipe them out. There'd be a big mass combat sort of thing going on, with plenty of fighting for the players (something that my group seems to love).
Act III - Liberating Ord Radama - With the Rebels (hopefully) successful in destroying a significant chunk of the Imperial forces in the region, they take the fight to the Imperial stronghold of Ord Radama and work with the native Devlikk population and Rebel cells present on planet to free the planet from the Imperial's grip.
So does that sound workable? Or is there something I'm missing? Any help or insight would be appreciated.