Greetings, fellow GMs!
I'm writing an adventure post-Long Arm of the Hutt, and plan on using the Rebellion as a foil to my players. I was curious if anyone else considered using the Rebels as adversaries rather than allies, how you went about doing so, and what the reaction from your players was like.
Anyone who's looked into the expanded SW universe knows the Rebels don't always play nice, and smugglers don't always stick around after getting their reward for the suicide missions. Edge of the Empire creates some excellent opportunities, in my opinion, to explore this dynamic.
My specific adventure has the players delivering a droid from a Black Sun contact to a third-party buyer. When they arrive in the system, the players are greeted by Rebel fighters who threaten to shoot them down and demand they hand over the droid. The Rebels are actually the ones who arranged to buy the droid, but don't have nearly enough credits to do so, and set up the ambush because their commander thinks criminal scum don't deserve to be bargained with fairly.
I don't plan on bloodthirsty Rebel fighters here, either: they shoot to disable, using Despairs/Triumphs to knock out ship systems. Any Rebels shot down either limp away from the fight or eject their pilots, obviously saving their lives. If the players choose to go for the throat they can, but I plan to GM it at the start so they know they can defend themselves fairly without crossing a line or seriously pulling their punches.
So, what other ways could or are the Rebels creating friction in your games?