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jendefer

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  1. Another good fan-made Rakghoul module you could run is Quarantine Quandary from the Shadow of the Broker series. It is written for two parties to play simultaneously, but I was able to cut the station in half and just run it for my group of four EotE players. This one is based on a space station, but there is an enemy intellect controlling computer systems, so the PCs won't just be able to lock themselves in a safe room and wait it out.
  2. My group just played a one-shot as Imperials, with a "remorseful" bent. (In our regular EotE game, the players are trying to help a sympathetic Imperial officer break ties with his evil overlords, and the one-shot was a chance to learn more about his background.) We simply used AoR for the careers/specializations. It worked fine once we inverted some of the motivations, and we felt we had enough background information between AoR and Wookieepedia.
  3. In one episode, the group was in a space station going awry and there was a security droid monitoring the systems. That was a case of using the computer systems to control environmental effects on the space station (temperature, lighting, etc), and the main security droid was working against that and taunting the slicer over the network. That was my one experiment so far with having another user "fighting back". In another episode, the slicer had physically broken into an Imperial administrative building and at a terminal there was trying to pull information off the system. One thing they wanted to find out about was secret prisons for Force users, which I wouldn't allow, given the nature of the Imperial presence on their current planet. (That's a good example of discussing with the players what one can reasonably accomplish on a given network.) But I did allow them to access the HR records of Imperial officers. They used a Computers check to find those records and another to adjust the personnel record of their nemesis to make his career progression more difficult. They've also broken into a medical facility to copy research data. At our table, we routinely groan about how hard it is to copy computer files in Star Wars (see "Rogue One"), so that was not a simple one-roll check, either.
  4. My problem is always session running longer than I intended! Part of the reason for that is that, besides my main plot, I am always asking my players if there are any other things that their characters want to do. The PCs in my group have their own agendas/obligations that may line up with my main plot or may not. Giving them some time to work on those helps flesh out the world a bit. As PCs build up relationships with a stable of NPCs, you can also return to those. For example, I have had NPCs send messages with potential job offers for the future. I try not to interrupt the narrative when it's really flowing, but sometimes these can work as filler. It depends on the dynamic of your group really. There is a time for scene-wiping a hyperspace journey, and there is a time for discussing how the characters spend that five day trip across the galaxy.
  5. I have used humor to some success to balance out intense drama, so that there is some relief, and everyone is not emotionally exhausted by the game. To give you a concrete example, the PCs were investigating a medical company affiliated with the Black Sun, in an attempt to gain the required medical information to heal one of the PCs, who was paraplegic from an experimental weapon. The Force Sensitive PCs experienced waves of fear and dread from the corporate building. The PCs had passed themselves off as inspectors from a supplier and were moving through the offices when they encountered a bunch of silly B1 battle droids repurposed as research assistants. Finally, the players could chuckle for a bit. These B1 battle droids were actually "relatives" of one of the PCs, who'd been raised on a Separatist ship. So now she was embarrassed by her family members and apologetic, and everyone was amused. But from there, we continue to move on through the lab, and ultimately they found that Force Sensitives were being used as guinea pigs for weapons development, and they had to make a tough choice about a subject on life support. So once again, things had grown quite tense. When the Black Sun enforcers finally showed up, there was a serious shoot out in the lab, but at the same time, B1 battle droids were stumbling around, trying to be "helpful." It worked in this session for my players, and we even had a discussion after the game session on whether the campy B1 droids were "too much," but the players said they appreciated the opportunity to laugh some amid the tension. Beyond that example, the party has developed what in improv one would call "bits." For example, they love their blue bantha-milkshakes. We return to that recurring joke often, and for one job they were even rewarded with a milkshake machine to install in their ship's galley. It is good to have little light-hearted touches like that, and it makes the PCs more three-dimensional, too. Like real people, the PCs can be serious when they need to be and can relax some when they have the opportunity.
  6. There has been some interesting discussion of slicer abilities here. One of the house rules in the game I run is that there is no wi-fi in Star Wars. Sometimes Computers checks can do remote stuff, but it's limited to short-range radio. I have been trying to make hacking more interesting for my Slicer player, and one good experience we had was playing the Quarantine Quandary module from the Shadow of the Broker series. That gave some suggestions for how far you could get with each Computers check, as well as having a mechanic for the dangers of time passing. As a result, the Slicer really had to make some decisions about what was worth the time-risk to go after. I've also taken a little inspiration from the alternate hacking rules in the Genesys core rulebook, where they split things out into hacker and sys-ops. Having your slicer encounter someone actively defending the network has the potential to make things more interesting, and lets you fold the hacking into the same round-based structure as combat, when that works for your story. One last thought, an overly active and ambitious hacker is likely to start leaving tracks, even if just from hubris. That can lead to bounties, too.
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