
TelwynGSF |

Rather than start a new almost identical thread I'll add to this one. I'm contemplating starting a second group on Dead Suns at some point soon, and having run up to part 4 with my regular group, I wonder how simplifying the "plots within plots" aspect by cutting out the Cult entirely might work?
In my first run through I did a lot of clue and plot building to ensure my detail-oriented players could work out what was going on in parts 2 and 3 especially, but for newer players to ttrpgs and Starfinder it might be too much to have essentially two rival big bad factions.
My thought experiment is to have Corpse Fleet front and centre as the force the PCs are chasing from the get go - for parts 1 through 3 the PCs are following Corpse Fleet operatives that are following a much more ancient trail of Cult of the Devourer clues that leads to the 'hiding place'.
How essential to the metaplot is it to have the two factions do you think, since I've not yet played 5 and 6 (though I have skim-read them)?