So, this was something I had bouncing around my brain recently, that sounded neat to try, but given the nature of it, could prove tricky to actually GM. So I was curious if anyone has tried something similar to this, and what tricks they used to make it more manageable.
This idea came about from an Old Republic era campaign I ran with some friends. Basic premise was they were a Padawan (roughly Obi-Wan's skil level in Phantom Menace), and a young vagrant that had recently been picked up by the Padawan's master. Young and Force-Sensitive, but untrained. Not Chosen One or anything, just a kid they encountered that had Force powers. As they were traveling back to the Core systems, to take the girl back for training, their ship had a critical malfunction, and was forced to crash on a remote planet. The Master died in the crash, leaving the 2 PCs with trying to deal with what was going on, find a way to leave the planet, protect the handful of other survivors, and also deal with the native inhabitants. The final catch was they would end up helping to stop a Sith Ghost that had existed on the planet for centuries, freeing the native population from it's tyranny, and then eventually leaving the planet, roll credits.
Part Two: Would pick up during the Rebellion era, and they would be playing a pair of PCs that were about smuggling and other starship related stuff (their choice of PCs, just happened to work perfectly for what I wanted). They would end up taking on some passengers for extra credits, and one of those passengers would turn out to be a young woman, who recently learned she was pregnant, with a now dead Jedi's baby. He was living off the grid like Kanen Jarrus, but wasn't able to escape the hunting parties. She runs for her life, rightly afraid the Empire would seek her out due to the baby she was carrying. She would be having visitations by this Force Ghost, due to the link she shared with the child (who was Force-Sensitive), and he was basically trying to get her WAAAAY off the grid. So he told her to take passage on this specific ship (The PC's ship), and then hijack the hyperspace systems when she had a chance, and reprogram them to take the ship to an deep section of space.
The Twist: It would turn out to be the planet that the players had helped save from the Sith Ghost in the previous Old Republic campaign, and they would see the statues to their previous PCs at the head of the temple they constructed for their native Force users. The new PCs wouldn't have any idea of the connection, it would just be some random old ruins with big statues, not uncommon in Old Republic architecture. But the players, would get a fun little call back, and see how their actions had an impact.
So, yeah I kind of thought of doing something like that, but on a shorter time scale. Like, have a group of PCs, maybe in the Prequel Era, and have them just doing their usual thing, with some Big Bad to deal with. But have some random NPCs they interact with as a supporting cast. And if/when the PCs fail/die trying to reach their goal, of stopping the Big Bad, have them write up the NPC's that they interacted with as the new PCs, and fast forward the timeline several years. Like if one of them got busy with an NPC, perhaps they play the child, now living in the bad situation the parent was unable to resolve. Or if they had a beloved sidekick, like Short Round for Indiana Jones, who after seeing Indy die, decides to try and finish what he started, and you fast forward to him being an adult, with his own skill set.
I thought this could be fun to try out, and might help the players be more mindful of their impact when dealing with NPCs, which sadly tend to be disregarded as background dressing at best.
Thoughts from anyone who has tried this? What problems did you run into? How did you work around them? Or just random ideas on how to structure a campaign like this?