I am GM-ing my first campaign, it ahs been fun so far, but I'd love to get a little input every now and again.
The Party:Qyx - Umbran Jedi, very high Wisdom and Charisma scores, Force Focused as well as high persuation/deception, dark side leanings
Count TooTall - Paun Jedi, Wisom = 20. Force Combat focused, otherwise weak in every other area, gathers info, dark side leanings, but could go either way
Gand - Gand bounty hunter, standard character type, player like to do damage and is focused on getting kills. Neutral
DP296 - HK-style droid. Dark Side.. has a charisma score of 7. Acts like it too. Hates Jawas. Dark side leanings
Woof - Wookiee meatsheild (played by myself), only good for hitting things with his ax, and climbing.
The StoryPlayers met in a *gasp* bar, where (epic plot starter
) an invading force of Battle Droids attack the area and they had to choose whether or not to join the BDs or the Clones. Party chose to fight with the clones, and defeated the droids. The Gand wasted a thermal detonator to kill a few of them.
Party meets Jedi Master Chaven, and is hired to perform delicate investigations into separatist plans.
Party sent to a research facility near the war borders to learn more info about a rash of missing padawans and younglings. They eventually gain entrance, fight many droids and hack computer. Meet no scientists, find one dead youngling and data about main research facility. Report back to Chaven for payment.
Party is sent in a ship (Skipray Blastboat, their choice) to Muunilist and manage to not fail a single pilot or deception check to make it to the city, where they make their way, via a stop at a weapons store of course, to their target; a highly guarded military research center. Amazingly they bluff their way in under the pretense of coming to clean the air ducts. Two party members explore the facility via airducks and eventually combat occurs in the cramped hallways. They don't get hit much, but take an awefully long time to clear everything out, so most of the data was lost from the central computers. Facility was set to go Boom by the scientists, so party buggers off.
But they still have to escape from the facility. I railroad them into running through the jungle where they mostly avoid dangers and meet a few minor beast encounters, but eventually they make it to the ship and off planet.
Return to Chaven and get less money, since they were unable to either rescue anymore younglings or get much more data. Chaven expresses concerns over the dark side's growth in the two jedis and sends them to meditate. However, the party learns that nearby there is a credit transfer depot that has a large deposit of credits. So instead of meditating they go off to rob a bank. They successfully pull off the heist, stealling money and some random items from safety deposit boxes.
On the way back to where Chaven is, the two jedi receive a Force vision and feel compelled to go to Byss. They try to trick Chaven into letting them go, but that doesn't work. After they tell him what is really going on, Chaven lets them go investigate under a very strict timeline.
Party flies to Byss in their now, very wanted-for-robbery ship and lands near a small forboding palace.
Entering the facility they encounter a group of robo-younglings, capable of using the force (through the use of sith alchemy and clever cybernetics of course) and a Sith apprentice type guy. A little speech and combat ensues. Party handily defeats the enemies and is prepared to move in on the Sith Baddy.
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At this point, the story is going pretty well, the two jedi are going to need to make a choice to go LS or DS in the next session, and we'll see how it goes from there.
I do have some difficulties in making any challenging combat or situations for them though.
Both Jedis have +19 to their UtF checks, so most FP are basically garaunteed. I'm finding it hard to find ways to make it more difficult to challenge them, while not making it look specifically like I'm targetting only them.
Furthermore the Umbran Jedi went consular tree and took Master Negotiator, which if he rolls high enough (+15 to his Persuation) he can knock an enemy down to -10 on the CT in one round.
I'm working around it, but any clever suggestions would be helpful.