Team,
Thank you for your patience. :-)
I am finally free of this week's obligations and can now start giving you the detailed responses your detailed replies deserve.
Starting tonight, I expect to have some time free practically every night until next Saturday. Let me get to work and answer some questions. I will answer general questions first and then, finally, get to your personal messages.
1. ROLES: I'm glad the question was just asked because I wanted to cover it. There are two kinds of roles; crew roles (pilot, medic, etc) and story roles (young Jedi student, bitter vengeance seeker, strange alien, etc.). As it turns out, I have been blessed with an almost perfect mix of story roles without even trying. We have various flavors of Jedi and padawan, a droid, an iconic and obscure alien. I don't think it could have turned out better and I won't really worry about story roles.
As far as crew roles go, I see it like this; in some Trek games, the positions are incredibly constrained. If the starship only needs an Assistant Transport Tech, than that is the only position a player might apply for. I wanted to avoid such rigid requirements so here is the basic idea.
In practically every incarnation of the D6 rules, characters are technically skilled in every skill (except Advanced and Force skills) just some are more skilled than others. To simply move the game ship 'from one end of the Galaxy to the other' only requires the 2D Astrogation and Piloting that every character is likely to have. The ship's autopilot may be able to do that for such a routine journey.
But it is the character's skills that make the ship a true force against the Empire rather than just a stylish barge. So your characters aren't what makes the ship fly, your characters are what will make the ship a legend. It will also determine the mission focuses.
If I had a surplus of bounty hunters, your ship will be a bounty hunting ship. Were you biased toward pirates, you would be privateers. If you had a bunch of medics, you would have been a heroic medical ship constantly under fire. And so on.
As it happens, we have a bunch of would-be Jedis (and skilled partners) and that is the focus we will go with (in fact, it was the approach I was secretly hoping for).
Onboard, probably everyone is a pilot, medic, gunner, muscle and such as needs must. Ideally, the best skill is in the best position but all of the NPCs are quite capable. Think, again, of the peerless Firefly series. Wash, Mal and eventually River could pilot Serenity. Them plus Inara could fly the shuttles. In a pinch, Zoe was a fair medic. So all of them could pinch hit if necessary.
Let me know what you think!
2. NPCs: From what I have read, no NPC idea I suggested was universally popular or unpopular. So here's what I think. A lot of how an NPC is received is in the details of how it is presented. Therefore, any NPCs will likely be folk you meet during this mission. Popular NPCs can be invited aboard (and will have a plot reason to join), unpopular NPCs ("Exsqueeze Me!") will leave or die. If folks like the idea of Smart Ship (necessarily aboard), that could be an upgrade bought or designed later (you have some good techs). The only NPC guaranteed to start with the crew is the Protocol droid.
Speaking of droids, I have no objection to other droids being aboard, as they are essentially affordable by most any ship crew. The droids can be drones without personality (newly activated) or actual characters (like TwoOneBee, growing a true personality after a few years without memory wipes).
I also have no objection of a Captain and Jedi Master being combined into one NPC. It seems that if the players like a Jedi Master NPC, they like the old wizard (or witch) as a distant and occasional adviser, which is pretty much how Obi-Wan ended up.
"If you choose to face Vader, you will do so alone. I cannot interfere."
I am utterly cool with this. 'Captain' Gandalf would only be a shipboard presence for a short time in the game and then leave (or be ghosted) so that you are the heroes while Professor X stays in the X-Mansion.
If the Captain stays and is just a Captain, likely the ship will be run like a 'pirate democracy.' Pirates are a pet subject of mine and I could write a few pages on the subject but to sum up; your average pirate crew was a bunch of sociopaths who HAD to work together, every member of the crew was NECESSARY. So, out of sheer narcissistic self-interest, pirate ships were amongst the first democracies since Ancient Greece. In a few sentences, in-combat, the Captain was generally in charge, out-of-combat, every member got a vote and the Captain could be vetoed or even replaced.
One last NPC idea I forgot before: The Lone Clone
I find how Star Wars does clones interesting, turning one person into, effectively, a colony of army ants. Would you like to have a recovering clone. Or would it be very un-Star Wars to actually think of stormtroopers as once-people?
Some
optional spoilers to help clarify my words:
Spoiler text: (Highlight or hover over the text to view)
Here is a spoiler for The Force Awakens, although it is essentially shown in the trailers. The main character, Finn, is a Stormtrooper at first. It is strongly implied that he is a clone but I cannot confirm that. It turns out that Finn has some affinity for the Force so even clones might have the potential to be Jedi.
For my game, it is revealed that the Empire is experimenting with cloning. They are trying to clone Sith Apprentices. The dimmest Rebel analyst can easily confirm that this project must be very problematic or the Empire would have won by now. If the players wish, the Empire is also cloning Rebel opponents (when they can get a few cells) so the players might find themselves facing an evil, younger version of themselves. In short, would you like a angry youth you are attempting to deprogram aboard (think of River Tam with a lightsaber) or this idea too weird and dark for a simple action game?
Let me know what you think...
More soon, tonight if I am lucky, including my decision of the rules system...