Coming up with cool side-missions

By Broopa, in Game Masters

So, with my current campaign, my players have essentially started a minor war with a low level crime syndicate. They're about to get a few guys on their side, but no where near the same level of power as the enemy (they won't be making any raids on their main ships or anything like that, at least I hope not).

I was thinking that to slow down the pacing, and just to allow them to get more resources (and mainly to have fun) I would throw in a bunch of side quests. Here are some of the things I've come up with that I've remembered.

  • Raiding a derelict imperial cargo ship
  • Defending a village against pirates, raiders, or creatures (because of course)
  • And probably the weirdest one: dealing with a massive overpopulation problem on a world where a bunch of tiny lizard people they freed from a mining operation started working for them. This is on a cold ice planet, but with many heat sources, and the lizards repopulate quickly (and now they don't have any big bad mine guards to keep their population in control).

I've had some other ideas, but never got to record them anywhere before I forgot them. Mainly I'm just looking for some ideas that can be related to hindering the other crime syndicates operations in a way that doesn't involve my players laying siege to every building they see. Other outside things are perfectly fine as well, as long as it would be fun for the party (and they're pretty varied skill wise, and have been shown to adapt quickly, so skill restrictions shouldn't be a problem)

A lot of possible side missions might depend on the crime syndicate. It might be low-level (so probably not a major Hutt-court), but does it have multiple operations?

In one side adventure, the group might be out to (stealthily) disrupt one of that syndicate's spice production facilities. In another, they might pose as members of a rival gang or syndicate and stop distribution or sale. Maybe they can even get rival gangs and syndicates to wage war, as they pose as members of the very syndicate they are fighting! Who says stocking up on weapons needs be done through merchants if you can raid the syndicate's warehouses? Every slave freed might be a new soldier on the group's side.

Just a few suggestions targeting the syndicate that might get the creative juices flowing.

Side adventures not directly invovling the enemy syndicate... Those can be anything you want.

As the group is laying low for a while, they might do some non-related bounty hunting in or near where they are temporarily hiding or blowing off some steam. While 'out there' they might be offered a one-time job as cargo haulers and need to fight off some non-syndicate pirates. What if they need rare parts or difficult repairs and the side adventure is something asked (in lieu of money) which must be done to 'pay for' the repairs or parts? If the repair people are ugnaughts, they might have a bunch of bigger bullies they want to get rid of. Go wild and think of something an insectoid verpine might want as payment more than money. As they flee from the syndicate, they might have a stowaway on board... Take it back, keep the spare 'passenger"? And what if they escape the syndicate by entering hyperspace just as they are hit with a Triumph against them? Oh, the possibilities of where they might end up and what they might find there...

Just a few suggestions not targeting the syndicate that might get the creative juices flowing.

Cheers.

When I run a campaign (depending on the game) I tend to use the following structure in a defined sandbox.

  • There are metaplot events. These metaplots will have time related triggers for events. These are loose bullet points that will change depending on what the players do (or don't do). Metaplots have major consequences. It provides a through-line from session zero to the final session. "A New Hope," "Clone Wars," "Rebels," and "The Mandalorian" do this well. This is your Syndicate war.
  • There are plot hooks for them to pick up or ignore. Plot hook interaction or rejection have consequences. This is a type of side-quest. I tend to (like Lucasfilm does) lift story elements from film or TV. I recommend Cinema Behind Star Wars for inspiration and examples. "Clone Wars" and "The Mandalorian" are full of plot hooks lifted from westerns and samurai movies.
  • There are story prompts for the players to engage or ignore. Story prompts have little or no consequences, but may result in rewards. This is another type of side-quest. An example might be: A child is missing. It's not a major event, but if they follow the trail and rescue the child they may find an ancient ruin where the child fell down a hole. Rescuing the child will make the locals predisposed to the heroes and they learn something about the universe from the ruin. It's up to you if this impacts the metaplot at all, but the players may invoke that knowledge or the good will of the locals in the future. Story prompts are lightly scripted and the players feel more engaged with the Universe when everything isn't about the metaplot.

Many of the source books have modular encounters or plot ideas as well.
It could be worth reading over some pages to get inspired.