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<blockquote data-quote="pawsplay" data-source="post: 1421792" data-attributes="member: 15538"><p>I decided that the characters should help set up a Rebel case. By the end of the session, we had not had a single combat. The players passed up an opportunity to take out an Imperial security station on their base of operations, preferring to just ignore it for now; elected to avoid some of the more difficult rescue missions in favor of shuttling prospective rebels in; and decided to pass on the opportunity to go after 25,000 lost credits or hunt for a rumored Jedi bounty hunter.</p><p></p><p>Instead, they put way too much effort into creating their base's cover story. When they finally did leave the plant and try to hook up with a Rebel ally, a powerful noble with strong sympathies, they laid out a plan for getting in touch with him that involved a complicated cover as industrialists. They've spent four days on planet hunting commercial contracts they don't intend to follow through on, and have a notion of trying to reach their contact when he appears at a park dedication ceremony. </p><p></p><p>Did I do something wrong? I wanted to give my players the reins for a while, so I had their NPC ally/leader stay behind for a while, but they seem averse to bold, pro-active planning. Even so, at every opportunity I tried to steer them toward something adventurous. Why are they being so cautious? I keep hinting that the Death Star is headed for Mon Calamari, but they haven't approached their missions with any sense of urgency.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 1421792, member: 15538"] I decided that the characters should help set up a Rebel case. By the end of the session, we had not had a single combat. The players passed up an opportunity to take out an Imperial security station on their base of operations, preferring to just ignore it for now; elected to avoid some of the more difficult rescue missions in favor of shuttling prospective rebels in; and decided to pass on the opportunity to go after 25,000 lost credits or hunt for a rumored Jedi bounty hunter. Instead, they put way too much effort into creating their base's cover story. When they finally did leave the plant and try to hook up with a Rebel ally, a powerful noble with strong sympathies, they laid out a plan for getting in touch with him that involved a complicated cover as industrialists. They've spent four days on planet hunting commercial contracts they don't intend to follow through on, and have a notion of trying to reach their contact when he appears at a park dedication ceremony. Did I do something wrong? I wanted to give my players the reins for a while, so I had their NPC ally/leader stay behind for a while, but they seem averse to bold, pro-active planning. Even so, at every opportunity I tried to steer them toward something adventurous. Why are they being so cautious? I keep hinting that the Death Star is headed for Mon Calamari, but they haven't approached their missions with any sense of urgency. [/QUOTE]
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