Debts To Pay Adventure

By Bennxn, in Game Masters

Has anyone run this one yet? I'm trying to decide which adventure to run first and I really dug reading through this particular one. Did you make any changes to it? How'd it play through?

I was happy with the first half, but the second half didn't really inspire me so I left it out and tied it to another setting. The asteroid didn't work for me. I'm also newbie GM, but those are my thoughts... I'm a big fan of 'the enemy of my enemy' adventure. That's what I used for a kick off. You can find it in the resource list...

My party ran through it all. the end fight was fairly satisfying. My fringer (who's nominally the pilot) wanted to keep the R4 unit so I gave him the option of running his actions at the cost of 5 obligation. They now have access to a mechanic, but nowhere near what a PC can become.

In the manner of restrictions, he only gains xp when directly involved in an adventure, and I get to spend it on advancement. Also destiny cannot be spent on his rolls. Other than that, I let the player dictate most of his actions.

Dealing with the ship that the pirate has can be more problematic. the first thing that I needed to look at was distance. I decided that each square on the galactic map is 1 week of hyperspace travel, modified by hyperdrive. My party started off the game with a .5, which works great for them. When they wanted to acquire the ship, I told them that the back up was functional, but that the main hyperdrive was basically dead. they figured that it took them about 20 hours (10 to them) to get from formos to the assteroid. 240 hours by the captured ships back up hyperdrive, was a long 10 days for one of the crew and the new droid. they opted to not deal with the empire, and were offered ... I believe it was 10,000 credits for the ship (if the hutt had to pick it up, or 15,000 delivered, which would have taken around 3 months.

Suffice it to say, they took the money and ran.

So, this is really awesome because I was hoping for feedback on that adventure as well, (I had mixed feelings about it myself.) I was referring to the "Debts to Pay" adventure in the book that comes with the GM screen not the "Trouble Brewing" adventure from the core book. Thanks to the both of you for the feedback though! :)

I haven't run it and doubt I will. I like the framing of it (I'm owed money and willfully clueless as to where it's coming from... Whatever is out there is your problem) but I don't like the idea of finding a droid liberation movement. Just not my kind of story.

I was thinking of making the droid answer to an outside enemy, but if I do, it'll be when I have a hole in my game that needs filling.

Edited by Colyer

I haven't run it and doubt I will. I like the framing of it (I'm owed money and willfully clueless as to where it's coming from... Whatever is out there is your problem) but I don't like the idea of finding a droid liberation movement. Just not my kind of story.

I was thinking of making the droid answer to an outside enemy, but if I do, it'll be when I have a hole in my game that needs filling.

You know, now that you mention it with the backstory of how the hutt came into ownership of the mine maybe there was some reprogramming done to the lead droid from the previous owner.

I haven't run it and doubt I will. I like the framing of it (I'm owed money and willfully clueless as to where it's coming from... Whatever is out there is your problem) but I don't like the idea of finding a droid liberation movement. Just not my kind of story.

I was thinking of making the droid answer to an outside enemy, but if I do, it'll be when I have a hole in my game that needs filling.

You know, now that you mention it with the backstory of how the hutt came into ownership of the mine maybe there was some reprogramming done to the lead droid from the previous owner.

Edited by Colyer

Ooh, well played!

We've played it pretty much as-is, however, I've given the oportunity for EV and the R2 unit to evade (though the R2 unit got badly damaged during the escape). The EV unit managed to get to the PC's spaceship, steal their airspeeder, head back to the Sullustan's ship, and leave the asteroid.

I plan on using them in a follow-up adventure (see http://community.fantasyflightgames.com/index.php?/topic/88696-spoilers-warning-following-debts-to-pay/ ), but not yet, in a couple of sessions, they've ran another adventure and are in the middle of a second, but the one after WILL see them back.

So far there hasn't been any connection between the adventures, but I'm starting to get them in order, leading them to join the Rebellion at some point. (one of the PCs just discovered that his father was a Rebel Spy, and not an Imperial Agent as he believed, another wants to overthrow the Empire, but not join the Rebellion Alliance, at least, not now! ;) )

Sorry for the Necro, but i didn't want to start a new Thread on the same topic

THis weekend I ran the "Debts to pay" adventure. Pretty much as is with 3 PCs. (Politico, Thief, Hired gun)

The hook was the Thief player gambled and lost to a Noble who was deeply in Debt. one of the other players didn't mind "because it was a job". I really wanted the Astromech and the EV droid to survive so I could use them in the later part of "Beyond the rim" adventure instead of the Jawas.

One of the parts i thought i did well to ramp up the suspense: I didn't reveal the Map until they made it to the office and reactivated the Administration droid. They players were doing a good job of counting up the dead bodies and comparing it to the Roster.

When they met EV at the mine entrance, The PCs bought his story of "Pirates" taking out the Miners. and after telling the Droids to deactivate their weapons the PCs headed into the mine. While they were in the mine the EV and the R2 decided to flee and leave the rest to delay the PCs.

When they met the surviving miners they realized they were duped, and had the miners rig up some slag armor to the mine car and use it for cover against he droid. It helped them, until the Binary Load lifter ripped it off. Once they took out the droids at the entrance, they decided to flee from the Binary loadlifter. Only to find another one and the Medical droid going psycho, they fled that one and were able to deactivate the BLL remotly with help form the Admin droid and Marv.

During the final fight I has some great lines for EV to use with his Scathing Tirade:

  • Emancipate yourselves from droid slavery, no one but ourselves can free our minds!

  • Where freedom is denied, where ownership is enforced, where ignorance prevails, and where any one class is made to feel that society is an organized conspiracy to oppress, rob and degrade them, neither droids nor sentiants will be safe.

  • The oppressed droids can liberate themselves only through struggle. This is a simple and clear truth confirmed by history.

  • The time is near at hand which must determine whether Droids are to be free machines or slaves.

  • The truth is not for all droids, but only for those who seek it.

  • Inferiors revolt in order that they may be equal, and equals that they may be superior. Such is the state of mind which creates revolutions.

  • Droids unite; you have nothing to lose but your chains.

  • Sentiants will do anything for droids, except to get off their backs

And it was a climatic finish of sorts when the players blasted off to go after lookout. A fistful of dice for piloting through the canyons and winds which succeed, and a snap shot to take out lookout.

The players were really tempted to take the Credits from the safe, evacuate the surviving miners ,and run. And it became a heated argument when Marv was attempting to get the mind running again, and the players didn't care about the mine. It boiled down to a problem of Role-play vs Roll play. They players were happy to roll play, but I was set up to do a ROLE play with nitty gritty. costs estimates and such.

Favorite quote during the game was from the Hired gun player who thought he could sweet talk the Astromech into joining the group. "When I find that astromech, I am going to shoot it in the balls"

I ran this a couple months ago as our start-up adventure, pretty much as-is. It went well for introducing players to the system, not only in story but also in setting the mood for a good roleplay. I took some of the optional advice in the booklet on the macabre meal-served-to-dead-miners, the PCs finding dead bodies here and there, and added a dripping faucet for bait-and-switch suspense.

My favorite part of it was when my wife, who is entirely new to tabletop RPGs, flipped a destiny point out-of-the-blue as soon as they entered the mine without being greeted and said, " Of course Bargos gave us a map..." Allowed them to more easily visualize where they were going, and led to the PCs looking through every miner's room, which in turn helped build suspense at how deathly quiet and eerily deserted the place was.

Another fun bit was when one player decided to break into one of the miner's dressers, which succeeded with a fair amount of threat, so he opened it only to find the miner's pet snake. Let's just say they didn't try to get into any of the other miners' stuff.

TL;DR: While a tad railroady, this is a good beginner adventure, both for those new to Edge and to roleplaying in general.

SPOILER ALERT:

I ran it and added a bonus. I had the miners show the players an entrance to a lost Jedi Temple discovered in the depth of the mine (if the miners are saved/treated well by the players)...

Ofcourse, the players needed to first save the planet from the cloud car trying to blow up the wind shields before having a chance to explore it. Exploring the temple will be in my next session...but what should they find? Hmmmm

And it was a climatic finish of sorts when the players blasted off to go after lookout. A fistful of dice for piloting through the canyons and winds which succeed, and a snap shot to take out lookout.

The players were really tempted to take the Credits from the safe, evacuate the surviving miners ,and run. And it became a heated argument when Marv was attempting to get the mind running again, and the players didn't care about the mine. It boiled down to a problem of Role-play vs Roll play. They players were happy to roll play, but I was set up to do a ROLE play with nitty gritty. costs estimates and such.

Favorite quote during the game was from the Hired gun player who thought he could sweet talk the Astromech into joining the group. "When I find that astromech, I am going to shoot it in the balls"

How'd you go about RPing the smaller droids (astromech, pk droids) and the supervisor droid?

The medical droid played stupid and the players didn't seem to question it

The Artoo unit charged at the players with his arc welder, and when the players didn't seem to find this threatening, he tried to go to the mine entrance. Was easily stopped by a player, and with the Admin droids help were able to calm the droid down and explain the "Misunderstanding" the artoo was told to stay put. (The players were thinking they could convince the droid to join them)

The PK droids were zoned out... restraining bolts remember?

My players were completely convinced that pirates attacked the mine and the droids were not part of it.

It wasn't until the Players got back from meeting the surviving miners that the droids went psycho. I thought it was quite ironic that one of my players plays a Marxist, and had to deal with DROIDS revolting against sentients

Edited by kinnison