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Help with a SW Imperial Adventure Hook...
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<blockquote data-quote="Pbartender" data-source="post: 374697" data-attributes="member: 7533"><p>What's keeping him from sending a squad in?</p><p></p><p></p><p></p><p>If he went alone and disappeared, how do the characters find out about it?</p><p></p><p></p><p></p><p>Ok. Let me clarify just a little...</p><p></p><p>The characters are completely unaffiliated with any organization. So right now, they have no reason to hate the Empire or love the Rebels. This adventure would be one of many, in which there is the possibility of gaining contacts with various organizations... There's one for the Hutts, one for the Rebels, one for a group of pirates, one for the Bounty Hunter's guild, one for a Mercenary organization. They are all fairly short introductory adventures. If they latch on to one group, then I can gear the campaign that way. All I have left to do is the Imperial hook...</p><p></p><p>One important idea I want to get across is that the good guys are not universally good, and the bad guys are not universally bad. That's not a problem with the other organizations, but I've run across a complete writer's block when it comes to the Imperials.</p><p></p><p>So, how do I make the Imperial Agent not-a-bad-guy, without resorting to, "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?"</p></blockquote><p></p>
[QUOTE="Pbartender, post: 374697, member: 7533"] What's keeping him from sending a squad in? If he went alone and disappeared, how do the characters find out about it? Ok. Let me clarify just a little... The characters are completely unaffiliated with any organization. So right now, they have no reason to hate the Empire or love the Rebels. This adventure would be one of many, in which there is the possibility of gaining contacts with various organizations... There's one for the Hutts, one for the Rebels, one for a group of pirates, one for the Bounty Hunter's guild, one for a Mercenary organization. They are all fairly short introductory adventures. If they latch on to one group, then I can gear the campaign that way. All I have left to do is the Imperial hook... One important idea I want to get across is that the good guys are not universally good, and the bad guys are not universally bad. That's not a problem with the other organizations, but I've run across a complete writer's block when it comes to the Imperials. So, how do I make the Imperial Agent not-a-bad-guy, without resorting to, "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?" [/QUOTE]
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