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  1. You could always Bender (ep 1 Futurama) or 3PO the HK droid as well. I like the Destiny point idea as well. The biggest thing to remember as a GM is that you can fudge dice rolls and set odds in service of the story. The story is number one.
  2. I think you also have some opportunities for some interesting twists. Why did the npc flee with the virus? What might he have learned about how the first npc would use it? Did he really flee or was he kidnapped by another bounty hunter working for a rival interest? Did he receive another, more lucrative offer from another bidder? Would the mark offer a higher compensation for helping deliver or destroy the virus? You might also consider developing a few locations where the mark "might be", but isn't, in order to leave clues and set up potential ambushes by the mark's goons as well as drop clues about the larger plot. Maybe they discover a scheduled meeting between the mark and his/ her new buyer that your PCs could crash and provide for a climactic fight (not to mention provide an opportunity to acquire some obligation).
  3. This screams original Alien. You might consider researching rakghouls.
  4. Great to see you having fun mate. You've taken your first step into a larger world.
  5. There's also this: http://starwars.wikia.com/wiki/Category:Alcoholic_beverages
  6. Tatooine Sunburn, Corellian brandy, synthale, Numb tea (a black tea with ryll added), blue milk (ofc), Jawa juice (just don't ask what's in it), Water of Life.
  7. @OP: Sounds like your Edge might not be edgy enough. I don't mean to excuse your players behavior, but they are scoundrels after all. Just remember that your NPCs are scoundrels too. If it were me negotiating the 5000 credit bounty and the crew said "That's it?"; the crime lord they were bargaining with would reply, "Listen you little pissants, you're lucky to work for a Vigo with my connections. I pulled you from the gutters of the Undercity. In fact, maybe you can starve there for a while until you learn the value of a credit." Then I would let them roleplay starving in the gutters of the Undercity while being chased by murderpacks of Ganks. I mean they wanted to bargain, right? They just won't get what they bargained for.
  8. In a way, this is a good thing. You're leaving yourself fresh to take in whatever ideas the players throw out there, and that really makes your job easier, once you're prepared to GM this way. I would still suggest coming up with a few outlines (I would suggest reading about the concept of "Fronts" from Dungeonworld") like this: * The bad thing that could happen * Event A happens if PCs don't intervene * Event B happens if PCs don't intervene * Event C happens if PCs don't intervene * Eventually, that bad thing happens PCs will have the chance to interact with that story in several ways - maybe they stop event A? Or B? But if they ignore it, it definitely happens. Of course this plan changes if PCs do intervene, so it doesn't make sense to plan too far in advance how it's going to unfold. You can get some mind-mapping software to plan it out roughly ahead of time but you run the risk of doing work for something that will never happen. Time is better spent putting together that list of NPCs and Settings (we call them Set Pieces around here) so that you can describe and populate any setting to which the story leads the group. Okay, that's the campaign/intra-story part. For lengthening each session, you'd really need to analyze your GMing style to help inform us. In what way do the PCs rush through your stories? So much this. Storytelling 101: Good plot comes from good character. Develop NPCs with their own motivations perhaps even in conflict with other NPCs; i.e. they should be more than just plot devices for adventures. From there you can plan major arcs. Not only will you be able to develop contingencies more easily, your world will be deeper and your campaign will be alive in a way that a mere string of adventures never is. It took me a while to realize that without creating the immersive world, my pcs saw each session and story as something "to get through" rather than immerse themselves in. That alone has helped "lengthen" the campaigns. In fact, once you get good at world building you can theoretically build campaigns that never end.
  9. Another possibility is that your Hutt staged an unsuccessful coup within the Desilijic kajidic. All of the other members sided with Jabba and shunned your Hutt. Perhaps your Hutt now has a renewed interest in staging another coup now that Jabba's dead, but his competition wants him eliminated before that. Might be ripe for tie-ins with your Hutt allying himself with the Black Sun. or the Exchange, etc.
  10. I'll chime in with my 2 credits: 1) Reflect on what you liked about GMs you've played with in the past and try to emulate them. Stealing is the sincerest form of flattery . 2) I also like the bit about pre-packaged adventures. I would also recommend keeping your sessions episodic (like a sitcom) rather than try to launch into a full campaign at first. That way you can play around with tuning encounters and creating NPCs that don't necessarily have to be more than one-off villains. You can also get a feel for your group's play style. Once you get the hang of world building and creating arcs on a small scale, you can begin to think bigger and plan arcs that play out over several sessions.
  11. If that's a reference to the situation for Rogue One I can understand if they don't like certain things the director has done with it... His direction made for some bad edits and cuts in Godzilla. Just remember that 4 quadrant appeal and chasing "what the fans want" gave us ewoks, Jar Jar, Jake Lloyd, and midichlorians... Just sayin'. Plus Deadpool changed the tone of Marvel movies to the tune of $745 million. I just hope Disney doesn't play it too tight with the SW universe. We could use Edge of the Empire style films, which is what I hope Rogue One, The Solo stand-alone and the Fett stand-alone provide.
  12. Nah. Disney will make you re-shoot your entire campaign, because it doesn't match the tone of the franchise and have 4 quadrant appeal.
  13. I can already see this helping me a ton. Is there any way to add an index so I can quickly go to specific npcs to print them out as needed?
  14. Pirate you say? Well, what do pirates love? TREASURE! I just happened to finish reading the old Han Solo book Han Solo and the Lost Legacy and it gave me some great ideas. Specifically, finding a lost treasure ship of the ancient Xim the Despot. The best part about this and this is a SPOILER for the 36 year old Han Solo and the Lost Legacy: . . . . . . The treasure is worthless! It's a 25,000 year old treasure ship filled with "precious" metals. Well, in the ensuing 25,000 years, the galaxy found those metals to be not so precious anymore, just common metal. It's genius. I pulled the same sort of switcheroo on my PCs. Had them discover Queen Rana's vault on Duro. Rumored to contain a massive collection of Rakatan artifacts. When they opened the vault, just dusty, rusted, broken, "worthless" artifacts. Nothing useable. Nothing recognizable. The payoff came from shopping the archaeological dig rights to the universities around the galaxy. This is exactly how I felt doing Nym's Starmap quest in SWG the first time...
  15. Maybe do some research on Nym's Starmap, The Rakata Infinite Empire and some of their long lost tech, or (the fan favorite and sort of cliche at this point) Sith/ Jedi Holocron of Infinite Wisdom (or w/e).
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