I'm beginning to brainstorm my first non premade session that I will run for my group. It will be the first adventure for a brand new group of characters.
My idea is to have them start as passengers on a Consular Cruiser and then get attacked and boarded by a couple pirate ships. By the end of the adventure I want them to have the Cruiser for their own, but I'm not sure how to discourage them from trying to take one of the pirate ships. Or trying to take all 3 and starting their own pirate fleet. Which, granted, could be fun for a while, it just wasn't really the game I was intending to run.
Off the top of my head I'm thinking:
1) The ships may be well known as pirate ships and may cause the PCs to be treated like pirates by normal folk.
2) Damage during the fighting may destroy the controls to the pirate ships.
3) There will be other passengers/captives of the pirates, maybe they will need to take one of the pirate ships for ~*reasons*~.
4) The pirate ships are in such poor condition that it's astounding that they work at all. If the PCs attempt to interact with the ship systems begin to fail.
Any ideas would be appreciated. I don't want to give them any ship but the Consular cruiser but I don't want to come off as overly arbitrary in denying them the other ships. I feel I'm being lenient giving them the Consular since it's way above what the game recommends as a starter but I just really dig that ship.