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Help with a SW Imperial Adventure Hook...
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<blockquote data-quote="Prince Atom" data-source="post: 373656" data-attributes="member: 6046"><p>Easy -- he heard that the mines were being used for shady practices. Maybe some Hutt spice smugglers were hiding there, or the Rebels were, or pirates, or something. Anyhow, his immediate superior can't be bothered to detach any troops to go look (since the Imps don't do anything alone <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />), so this agent decides to go lone wolf. There are plenty of clues that he decided to go by himself, he just never got there.</p><p></p><p> </p><p></p><p>Again, pretty easy. The Imp was getting close to an underworld scheme the entrepreneur was running. Maybe he's got an alternate source for spice, or is a waystation for illicit information. He could be getting info to pirates about shipping schedules. Or he could see the Imp as a rival in a power struggle. Maybe there's no reason except that he dislikes the Imperial a lot.</p><p></p><p>Maybe he feels that the Imp's contacts with smugglers is treason, and he's trying to find out who his contacts are so he can turn the lot of them into the local authorities.</p><p></p><p> </p><p></p><p>Tricky. You might have to negotiate with the players. It's perfectly all right to say, "I've worked hard on this adventure, I'd really like to run it, but none of you are interested. How can I get you hooked?" All that time and effort is wasted if the players don't go along.</p><p></p><p>But really... maybe the Imp agent is a sibling to one of the characters. The PC may or may not approve of his career in the Empire, but feels obligated to go rescue him if he's in trouble because family does for family. Maybe the Imp has information or some other item necessary for the campaign. Maybe the PCs want a piece of the Imp after he "set 'em up the bomb."</p><p></p><p>Just my two centicreds.</p><p></p><p>TWK</p></blockquote><p></p>
[QUOTE="Prince Atom, post: 373656, member: 6046"] Easy -- he heard that the mines were being used for shady practices. Maybe some Hutt spice smugglers were hiding there, or the Rebels were, or pirates, or something. Anyhow, his immediate superior can't be bothered to detach any troops to go look (since the Imps don't do anything alone :)), so this agent decides to go lone wolf. There are plenty of clues that he decided to go by himself, he just never got there. Again, pretty easy. The Imp was getting close to an underworld scheme the entrepreneur was running. Maybe he's got an alternate source for spice, or is a waystation for illicit information. He could be getting info to pirates about shipping schedules. Or he could see the Imp as a rival in a power struggle. Maybe there's no reason except that he dislikes the Imperial a lot. Maybe he feels that the Imp's contacts with smugglers is treason, and he's trying to find out who his contacts are so he can turn the lot of them into the local authorities. Tricky. You might have to negotiate with the players. It's perfectly all right to say, "I've worked hard on this adventure, I'd really like to run it, but none of you are interested. How can I get you hooked?" All that time and effort is wasted if the players don't go along. But really... maybe the Imp agent is a sibling to one of the characters. The PC may or may not approve of his career in the Empire, but feels obligated to go rescue him if he's in trouble because family does for family. Maybe the Imp has information or some other item necessary for the campaign. Maybe the PCs want a piece of the Imp after he "set 'em up the bomb." Just my two centicreds. TWK [/QUOTE]
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