Hi everyone,
I have been reading this forum for a year or so after I got my copy of EOTE. First, thank you for being of great help understanding the rules.
I wanted to open this thread to ask for help with plots for my EOTE campaign. I run for this game for 2 players. 1 is playing a pilot-merchant with a YT1300 and the other one is playing a majordomo droid gone rogue. They both worked for an old CEO of an oil mining company who was assasinated by his head of security in a plot to take over the whole thing. The head of security turned mob boss is the big bad of the campaign. The big story is to kill this guy as somehow they've found that he's managed to incriminate both my PCs to the point there is a bounty for each of them.
We are already 5 sessions into this campaign which have been basically: to escape and 'disappear from the public eye' with lots of shenanigans in between.
So they are in a planet (Outer Rim) on the other side of a Nebula that connects with their sector. There are rumours that there is a secret way of travelling through the Nebula. They've been sent there by another crime boss who provided them with fake identities for their ship in exchange for a job which they completed (nearly dying). As that's a lot of money and the job wasn't enough to pay for the transponder codes thing... they are now working for this guy, which they see as a necessary means to get to the ultimate bad guy of the campaign. I didn't know how to translate this into obligation... so I am not using more obligation apart from the one they had when created character (I don't make them roll each session because it doesn't suit me). This other crime boss needs them to stablish base there first, get a communications device running (long distance) and finally enquire about the secret Nebula route for smuggling purposes.
So, they arrive to a remote small rural village in this planet inhabited by little aliens. There is a local swoop bike gang that stablished themselves just a few weeks back. They kidnap a local mechanic and take control of the trade of cereal and salt by coercing the major of the village. They take a huge cut of everything sold in there. Nobody knows where this gang have their base.
In the course of the last session, the players learn where the gang's secret base is (an abandoned salt mine), infiltrate through a secret passage only known by an old local that used to work there, catch the bad guys by surprise and after a hard combat in which one of the PCs almost die they manage to clear the mine. Players loved it, so I'm a happy GM.
So, I wanted them to be able to establish themselves in a base and I didn't want to give that for free and make it at least 1 session long. It was a hard combat vs the swoop gang with some very cinematic moments so they feel they've earned it.
I didn't want the gang to have a starship I thought the mine only was an reward enough for them + bikes + some cargo. Now I need some help to give context to this gang that was trying to establish themselves in this remote village, getting money from their locals who are too scared to do something.
These are the ideas I have but I'd love to hear your input to give this a bit more consistency. There are plenty of geniouses in this forum by what I've read in other posts... it makes me feel I don't know enough about SW or crime, mafia etc. to run this game!!!
Premise : The gang were a bunch of renegades with no ship. They had a leader. They end up in this planet, find the abandoned salt mine and start working on setting it as their base.
- Maybe the gang leader had a ship but lost it? Maybe also lost an important cargo? Proper mess.
- How could have lost it? Who was the the original owner if any?
- In this setting is it possible if you mess up so bad a delivery you decide to disappear.
- Is that a good idea? Now that they are dead and the PCs control the mine, when will it be a good moment to bring repercusion. I want a feeling of YEAH! WE HAVE A MINE, but then... wait a second, was anybody following these bad guys?
- How can I present that to my players? Paperwork? How would my PCs investigate the gang's past? A token or a symbol ?
Sorry for the massive post! Any input will be massively appreciated.
Stay safe!