Tips on running a game with the CSA?

By Samuel Richard, in Game Masters

So even though I still garner alot of enjoyment from running a straight Empire vs Rebels AOR game, I have decided to try something new. My new online campaign will take place mostly in the Corperate Sector Authority, from the old han solo books. I'm structuring a plot around the PCs (a collection of rouges and rebels) racing an Imperial backed conniving CSA bureaucrat with ambitions of power and a unknown third party for a old CIS Mcguffin and then an ancient sith Mcguffin. I'm basically running a indiana jones esc adventure combined with the usual star wars stuff.

I have access to some old sourcebooks and the actual han solo book trilogy on its way via amazon. What I was wondering if any of ya'll have any tips or things I should know before really diving into the campaign about the Corperate Sector Authority?

Edited by Samuel Richard

The new canon is pretty sparse concerning it, so I'd say go nuts. Create some new worlds, new corporations, maybe even a new interpretation of what the Corporate Sector Authority really is. Are they independent from the Empire? A protectorate? Actually Imperial through-and-through but just good about hiding it?

I haven't set an entire campaign there yet, but I've had a couple groups visit—one went to Bonadan, the other (more recently) Cantonica—and I always try to make it clear how credits really turn the wheels. Either the group drops major cash to get some protections, or else the CSA will find a way to nickel-and-dime them until they're floating home in a cardboard box powered by a pinwheel. One group responded well, greased some palms, even got themselves a corporate backer, and they were able to move around freely and do their job.

The other group... well, they understood why money was important, but they didn't have a lot of it. They ended up having to deal with CSA enforcers fairly frequently.