• I’m trying to keep the actual “rooms” from becoming too formulaic, it’s the episodic part that’s got me a little worried. I want my players to control the story but they’re being sent on away missions so I’m worried they feel like they’re just checking boxes:

    • get to know the locals
    • find the reason they’re there
    • gather info
    • find/kill the X but, oh no/yay, here comes Y
    • repercussions for finding/killing (or not) the X
    • possibly stay and party with the ewoks for a while
    • head home

    Of course, the missions they go on are not happening in a vacuum and affect other missions and the overall story and they choose the missions.