Thread Necro! And a long post to boot! I cut it down as much as I can, but these players need a lot of text to talk about.
I've pretty much given up on RPGs since, of my friends, the only two really interested are, well lets just say the kind of players no GM wants and no one else will even consider GMing...
So we first try the Star Wars RPG, as it was the only one I could find in my nearby stores. First mission is just me and my two friends who are interested. So on this first mission we start out in a cantina, with our very stereotypical Smuggler and relatively violent Tech Specialist. A couple thugs come in and start shooting up the place so the Smuggler, sitting in a corner booth, draws and fires a blaster all the way across the room...and criticals. The no VP thug drops dead from a headshot. The Tech specialist pulls a polearm and smacks the thugs around a little. The thugs don't like this and return fire, with one pulling a polearm of his own on the Tech.
Long story short, they (party) never take any wound damage, the Smuggler ends up stealing someone else's drink, leaning on the bar, and firing one handed while drinking it...and hitting
They meet the rebel operative who was in the bar, whose bodyguards (despite being relatively good warriors, lvl 5 soldiers) did little in the fight. He tells them he needs to get out of Dodge fast and is willing to give them a reward, which is more than enough to get the smuggler in. They make their way to the starport, witnessing a random act of stormtrooper brutality (which, thankfully, they didn't try to get involved in). When they get there's I've got a nice bluff style encounter set up, now I should mention that the tech specialist managed to steal a frag grenade from the bandits here.
So this encounter is set up so that they can safely approach the troopers and bluff their way through, these troopers have been on duty for a while and their commander isn't paying much attention at all so they have negative bluff modifiers. So of course my players concoct a nice plan where they walk up, find out the starport is closed, and without telling the rebel operative (who had hired them to protect him) toss a grenade at the stormies and take cover behind nearby buildings.
Eventually they killed all the troopers off, with only 1 of the original 4 bodyguards still alive (the others having valiantly given their lives to save their leader) and the commander flees, safely escaping down a plot-convenient alleyway that suddenly appears. They loot the stormtrooper, in the middle of a public street, and find a nice rifle for the tech as well as a Stormtrooper PDC thing the commander dropped.
They get inside to the rebel's ship where I've got a nice firefight planned out. The Tech takes up position behind a few barrels while the others walk up and hit the button to open the ramp. I roll listen checks, the bodyguard critically fails, the operative fails normally, the Smuggler also fails (all rolls below 5), I give the Tech a penalty due to distance and other factors and roll...he succeeds...so the guy 20 ft back hears stormtroopers wandering about, banging metal on metal in the ship and takes aim, the others, oblivious, open the door.
Out walk two troopers, and the smuggler immediately sets to work bluffing them. I had figured that the troopers had 2 ranks in bluff, the smuggler had 3. I let him try, and he rolls high enough to convince one that he's actually a stormtrooper commander in disguise (his idea). The other is less convinced, until the smuggler shows his PDC (+5 to bluff check) and tries again, again succeeding. The troopers notice the tech and ask what he's doing, the smuggler again bluffs them convincing them that he was covering their 6 (despite the fact he's taking aim at the troopers...lucky). He gets them to let him and his group aboard and leaves, having made me hit my head on the table multiple times...
Later on our valient crew is flying their modified YT-1300 and come upon the wreck of an Acclamater in orbit of Geonosis while protecting a cargo-modified Correllian Corvette. They find a pirate in a (damaged) Firespray (Slave 1 was a modified firespray fyi). I expect them to win the fight and destroy the 'spray, their first shot takes out it's (damaged) shields. Subsequent shots take it down to half hull, so I roll for system damage. Get a nice Engine roll and rule that the Firespray loses half of it's already low movement. They fire again, I roll system damage again...engine? Okay, it's down to 1/4 speed now, docking speed.
Oh boy, I should not have said docking. The smuggler (pilot) orders a cease fire and tries to dock. I give him major penalties for trying to dock with an unwilling ship, and give the pilot of the firespray minor penalties for being slow and let him roll an opposed check. Oh look, he managed to dock with the Firespray...and board it...and kill it's (quickly improvised, thank you back of the book that has low-level thug templates) crew...and they're leaving the tech specialist onboard...oh come on, did they just Grand Theft Spaceship!?
Later in the same mission they managed to power up the Acclamater (lucky high-computer use tech specialist), steal 2 damaged autoturrets (I'd been playing too much Battlefront
), create an elaborate diversion plan involving a couple of missiles without explosives (don't ask) on the Acclamater so that they could destroy another pirate ship, not need the diversion as they got some very lucky rolls before it could be prepared, board the other pirate ship (much larger), kill all but 3 of the crew of 30 with some lucky grenades and force powers (there were 3 of them), escape from the ship whose self-destruct had been activated (they were not getting 2 ships I vowed), force push some cargo containers out of the ship through a hole made by a couple of the explosion-less missiles and into their YT-1300, and, oh, can't forget, almost make the Acclamater self-destruct, being saved when the reactor conveniently ran out of fuel (lucky die roll).
Intelligence + A knack for foiling the GM's plan + Extreme Luck + Questionable morals, despite being declared good guys = A GM's worst enemy...
And that's without going into their recent escapades in the Stargate RPG, or their encounter with the recurring enemy Hutt on Lok...or their encounter with the Toydarian on the same planet who they almost killed for no reason...