Greetings, all. Long time GM, novice to this edition of the SW RPG. I have a campaign idea in mind, inspired by a piece of short fiction the Angry Staff Officer shared on his Facebook page. I want to run a campaign where a sector is fully fleshed out, using World Anvil to keep everything straight, and let the players run the rebellion in that sector. Now, I get that the FF SW is a narrative system, and not a simulationist one, and some of you might think I'm basically playing Rebellion Simulator, but in my way of thinking, there's a difference in the narrative feel between, "Guys, that's not a good idea, there's an ISD in orbit" and "Here's the TO&E of the 9074th Storm Trooper Regiment that's getting ready to drop from the Mauler , ISD-10241." Putting in all the work to fully flesh out a sector puts what the PCs do in perspective; yes, it may be pinpricks in the grand scheme of things, but they did it while Moff Evilguy or whatever has , literally , 18 ISDs and 6 VSDs, however many thousand smaller ships, and this many hundreds of thousands of troops trying to kill the PCs.
Nevertheless, I know it's a big job, so I'm starting prep work now, with the intent of being ready to run in a year or two. The cool thing about a game this massive is that if I run it at a game store, different groups could be Rebels operating in different systems within the sector, so everything could tie together. But, I have a few questions for you all:
1. Does anybody have any experience in running a Big Game like this? Any pieces of advice?
2. What is the relative value of a credit? I'm thinking of doing a Rebel sympathy statistic for planets, with a resulting flow of cash donations for the Rebellion, and morale penelties for Rebel troops if, say, they don't get paid.
3. Canonically, there are 25,000 Star Destroyers, so if I want to make hull numbers for them, it'd be a random number between 1 and 25k, preceeded by "ISD" or "VSD" as appropriate. Hull numbers, if you don't know, is how you can distinguish, say, the Enterprise that saw service in WWII (CV-6) from the one that recently retired (CVN-65) and the one that's planned for construction (CVN-80). But, when it comes to smaller ships....how many of them are there, and in what proportion? Are we saying, say, three Carrack -class CLs for every ISD? I know there is some information about ImpNavy TO&Es on Wookiepedia, but I just haven't done the math yet.
4. What is the consensus on Hyperdrive speeds, in LY per hour or the like? I have a friend who has a print shop, so I do kinda want to make like a 36"x36" map of the sector for funsies.
5. Do hyperdrives work inside a system? I think they do, but I want to make sure, as that would affect how systems position their Imp Navy assets. Similarly, how would one handle sublight movement in system?
6. Are there any tweaks to the Mass Combat rules that anyone would suggest? Also, how does it handle affecting casualties? it'd be nice to let the PCs order a Rebel infantry company in another system to go raid something while they go after a more important target, and be able to come back and say "OK, the attack succeeded, and there were X casualties" and reduce the rebel TO&E accordingly, until enough trained recruits arrived to replenish the unit.
7. Has anyone handled NPC units of differing qualities, and elite units, or units commanded by talented commanders? Again, being able to say that this unit is more experienced than another unit, spent more time training, and being able to model that with the Mass Combat rules.
Thanks for any help you all can offer. Again, I know I'm running a game that the system isn't really built for, but....I just want to run something this big and see what the PCs do.
BTW, the sector is the Savareen sector, which I am renaming to the Ataraxis sector (my campaign is tentatively titled Burning Ataraxis), which contains the Christoph and Rodia systems in it, plus 43 other systems.