Help with Beyond the Rim, Part Three

By Seam, in Star Wars: Edge of the Empire RPG

I am playing Beyond the Rim, Part 3 next week. As the first part was so-so, the second somewhat weak, I consider the last part sub-par. (I am bad at creating my own adventures though I modify the published ones to the needs and background of my group - but who doesn't.)

Why would one put his base on a heavy guarded planet? Did anyone who played the adventure change or add anything exciting to the last part? Any other advice would be very welcome.

Thanks!

The Raxus Prime was the Separatist capital. Isotech was there way before the Imperials.

Our GM told us the Imperials gather materials for "an extraordinarely big project", some space station. (He set the time before Yavin)

Edited by Rimsen

IsoTech didn't put their base there, it is a major salvage operation, Raxus Prime is guarded because there is a **** of a lot of valuable scrap on that planet. Imperial presence deters most of the smugglers and allows them to charge legitimate operations for licenses.

It is a very well hidden location and until the party shows up and Yav Yir Salvage attacks the Imps are unaware of the existence of the Blockade Buster.

The module states that Reom's sister run operations for IsoTech in the midrim and core, so likely the legitimate front, while Reom is off adventuring in the Outer Rim, black market dealing and taking vengeance against the empire where he can.

My players spent 4, 3-4 hour sessions playing it. They spent about 50% of the time on Part II. I had Part III intertwine with their previous obligations made them seek a quick departure. Part III was a weird episode to get through for sure.

Part III was the low point of a very disappointing campaign. There are so many illogical choices that Sterling took when writing the story I am surprised it even got printed.