Shadowbit said:
I actually ran across this last night, then saw your post today. An article written by Steve Darlington on Star Wars adventures:
http://ptgptb.org/0022/theforce.html
-SB
Nice article!
One item of note in the old WEG first edition, was that each adventure should have at least one instance of the following five elements, though not necessarily all in the same game session:
1) A scene solved with gunplay (and by extension, lightsaber/Jedi fu)
2) A scene involving ship-to-ship combat
3) A scene involving a chase (either the heroes running or the heroes chasing badguys)
4) A scene requiring interaction with NPCs (bargaining, conning, commanding, etc.)
5) A scene requiring problem-solving (searching for missing items, figuring out clues)
I would add to this that you need:
6) Many and varied locales, preferably with lots of hazards (asteroids, nebulae, or high-traffic areas in vehicles; jungles full of dangerous creatures, impossibly-narrow catwalks over vast chasms, a cruiser careening out of control in a decaying orbit)
7) A major villain that the characters can't hurt at first (either because he's too powerful, he's too important politically, because they only ever see him via comlink, or something similar) but with whom they interact on at least a periodic basis -- they probably go through a ton of his minions over the course of the story but rarely get to have it out with him personally
8) Something unique to the party, be it a tricked-out ship, a highly unusual droid (my party in the post-RotJ era has a heavily-modified B1 battledroid that once belonged to Count Dooku as an NPC in the group ... and they keep hearing unsettling things about locked functions and finding unexpected abilities)
-The Gneech
