Don't let me be misunderstood

By Col. Orange, in Star Wars: Edge of the Empire RPG

The full situation may not have come through properly in text. So I may have been a bit harsh on your GM. If so, I apologize.

I don't know how my crew would have handled that discovery, they stole the. imperial shuttle instead. They put the crew off in the desert outside Mos Shuuta to walk back into town. I suppose I should be glad they didn't kill them outright. They are a trigger happy bunch.

There are. Two Wookiees IRRC, so finding the pelts would probably have bought Trask a death mark.

I'm expecting it in an upcoming game, since a couple players have expressed interest in being rebel agents and another wants to be an Imperial spy. That should lead to some fireworks.

Is there much tying their backgrounds? The spy to either of the rebel agents I mean. An odd mix if they don't (why are these guys hanging out?), an exciting one if there is.

I should specify: the Imp has always had Imperial connections, he's just hidden them from the group. He tagged along with them since they seemed profitable and/or a good bunch to have at his back. (He's a Colonist Politico turned semi-merchant.)

But recently, a couple other members of the party have wanted to start working openly for the Alliance. He's talked to me by e-mail that his character's conscience is torn, since he's already had some adventures with the group, but he thinks he wants to report them to the Empire. In response, I told him his contact wants him to stay with the group and keep tabs on them, reporting back regularly.

The rebels are going to do a background check, but I don't know how thorough they'll be. Story-wise, I think it'll cause more tension if they don't know he's turned spy, but there's something to be said for a little spy vs. spy B-plot. But one of the rebel agents is already building up his own B-plot in hopes that it'll lead him to being Force sensitive (not gonna happen, but I appreciate the effort), so maybe the other will be tipped off? I dunno.

But back on topic for moral crises, I think it's fine to throw one at your players every so often. Star Wars can be a very dark franchise, and while I agree with Jonah that some themes should be avoided, others are very obviously present, like slavery, murder, greed, etc. I wouldn't heap all these things on my players all the time, but a shocking moment to jar them out of their comfort zone and make them confront their own characters (and/or their consciences) is a good thing. Adds depth. And it's guaranteed you guys will be talking about that pelt for a long time.

But recently, a couple other members of the party have wanted to start working openly for the Alliance. He's talked to me by e-mail that his character's conscience is torn, since he's already had some adventures with the group, but he thinks he wants to report them to the Empire. In response, I told him his contact wants him to stay with the group and keep tabs on them, reporting back regularly.

The rebels are going to do a background check, but I don't know how thorough they'll be. Story-wise, I think it'll cause more tension if they don't know he's turned spy, but there's something to be said for a little spy vs. spy B-plot. But one of the rebel agents is already building up his own B-plot in hopes that it'll lead him to being Force sensitive (not gonna happen, but I appreciate the effort), so maybe the other will be tipped off? I dunno.

Could you engineer a situation where one saves the other's life? Something where they know they couldn't have survived without the other? Great way to crank up the guilt...

I ran a 4e campaign recently where the BBEG was a kind of experiment in nature vs nurture. The overarching plot was that a female wizard/sorcerer had finally reached power apex and had decided to hand down some sweet vengeance. The first adventure had her return to her magic fearing bordertown to use a shadowhag to kill the entire village.

The party saved the day of course, and thought the woman was horrible. Then they talked to the narrow-minded townsfolk who clearly disliked the party's caster.

The next adventure was interviewing the wizard that she apprenticed under, only to learn that the wizard used botany and magic to do horrible experiments on hapless travellers and "unworthy" apprentices.

I finished that one off with a choice of, "you can stop her now, but this serial killer/mad scientist will escape, and vice versa..." Situation.

You can see where I was going with the story. I wanted to start off with a diabolical evil person, and then as time went on, introduce empathy and pathos as the party chased her through her own past.

They liked it, but time constraints stopped me from finishing it...for now...

The ultimate showdown

When it comes to in-group fighting and violence, in my experience - limited as it is - has taught me to include 1 or 2 females in the group. It removes that testosterone tension and the ultimate conclusion of it: Mine is bigger than yours. Of course that still happens, the two players that also frequently play D&D/Pathfinder still do this, but luckily it's saved for breaks and the post-game chatter.

Plus, being the doctor, I've sedated pc's when they needed a time out... or when their players did. "Shut up. You're unconscious." ends all arguments.

Edited by PrettyHaley

I kinda wish I could donate soporifics, now.

Plus, being the doctor, I've sedated pc's when they needed a time out... or when their players did. "Shut up. You're unconscious." ends all arguments.

Ha! I'll have to remember that one.

Could you engineer a situation where one saves the other's life? Something where they know they couldn't have survived without the other? Great way to crank up the guilt...

Could do. The trick would be getting the two of them alone, since in a party situation any number of other people might jump to save him first. I try to avoid railroading when I can, but this might be worth the ultimate payoff.