Struggling with The Wheel

By facenorth23, in Game Masters

You see... The thing is, I'm rather new as a GM and I have noticed that my best sessions were 'sandbox'ish... When I give my players a direction they need to do to, they always choose something else... We don't play canon, but a SW feel,... Just saying...

Now my players ended up on The Wheel and we're going to play Beyond the Rim.

And that's where I'm stuck... How do I introduce my players to The Wheel, a massive spacestation, but make sure they visit the places from the book? I have not found a floormap of the spacestation and I think just listing the locations makes them feel tighed up and gives them too little freedom to 'explore' The Wheel a bit...

Any help? Pretty please?

Part of Beyond the Rim is being able to explore so as a GM you need to be able to make stuff up on the fly and/or have some extra material ahead of time. This is actually one of the issues I have with the supplement, I'm not the best making stuff up on the fly and beyond a basic setting (wheel, Chlogana, haven't read beyond that) it doesn't provide much besides a few examples.

I didn't list the locations for the players. Instead of they were looking for a cantina I used the one in the book same for when they wanted a shop for survival gear. That's also how I used the charts for gathering info. I didn't just have them make a check and then look it up on the chart, instead, for example, I waited until they wanted to look stuff up on the computer kiosk, then I made the check, or when they asked around in the cantina etc.

I agree with daysanew, most of the time you can simply improvise based on some things that already exist.

One of the beauties of EOTE, in my opinion, is how flexible it is and how much it accommodates improvisation.

You don't necessarily need detailed maps or stat sheets if the players tell you "We want to go shopping for some armor", "we want to find a seedy cantina to drink in", or whatever they might say. There's usually a straightforward way to deal with it, and provide them with a fun experience based on some improv inspired by what they're looking for.

I had some characters in a recent game go clothes shopping on Ryloth, and I decided to have the clothes vendor be distraught over the destruction of Alderaan. He got most of his supply from Alderaan, which was a fashionable and sophisticated planet, and so his business had suffered and he'd been personally affected by the tragedy.

It was just a simple way to add some flavor to the PCs' experience.