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Flight of the Resistance (Star Wars)
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<blockquote data-quote="Quickleaf" data-source="post: 7039143" data-attributes="member: 20323"><p>Here's my understanding of each system (Obligation / Duty / Morality) in brief...</p><p></p><p><strong>Obligation</strong> is a mechanic for the GM to introduce complications. Narratively, it helps reinforce the theme of scoundrels working in gritty conditions. In Edge of the Empire, starting with an obligation is mandatory, but there's no mechanical incentive for a player to start with one if they had a choice. However, Edge of the Empire <em>does</em> incentivize taking additional obligations with bonus starting XP & credits.</p><p></p><p><strong>Duty</strong> is almost the exact opposite of Obligation; it's a mechanic for determining the PCs' morale, using an increased wound threshold to model that. Narratively, it helps reinforce the theme of pledging allegiance to a cause greater than yourself. In Age of Rebellion there's no mechanical downside to duty. In a system where a character can choose Obligation / Duty / Morality, there's no mechanical reason not to take Duty.</p><p></p><p><strong>Morality</strong> is a measure of Light Side / Dark Side orientation, having no mechanical impact until a character goes below 30 (Dark Side) or above 70 (Light Side); beyond those thresholds there are changes to how the character works in terms of destiny points, force points & force powers, and strain threshold. Narratively, it helps reinforce the theme of the struggle between the Light Side and Dark Side that dwells in the heart of every Force-user, and also provides a "mechanic" for the GM to trigger morality, similar to how the GM can lean on obligations. In Force and Destiny, morality is just part of being a Force-user / Jedi. A non-Force user would get practically no mechanical benefit from the Morality system.</p><p></p><p>To make these all work together, here's what I'm thinking...</p><p></p><ul> <li data-xf-list-type="ul">You have the option of selecting ONE: Obligation, Duty, or Morality. This is decided on a per-character basis. Deciding to have none of the above is fine, so long as you have crafted a good hook/motive for your PC tying them into the adventure.</li> <li data-xf-list-type="ul">Certain character specializations might naturally lean toward Obligation, Duty, or Morality (e.g. a Bounty Hunter is a good fit for Obligation, and a Jedi Guardian is a good fit for Morality), but I'm comfortable letting you mix that up.</li> <li data-xf-list-type="ul">If you're a Force-user who doesn't take Morality, then you are operating in the "grey Jedi" zone... there may be rules implications for this that we'll need to figure out... I haven't gotten there yet.</li> <li data-xf-list-type="ul">If you're a non-Force-user who takes Morality, we may want to devise a way to generate Conflict through heroic actions (or anti-heroic actions) instead of through Force powers for your character.</li> <li data-xf-list-type="ul">If you take an <strong>Obligation</strong>, gain +5 XP or +1,000 credits for a +5 Obligation, or +10 XP or +2,500 credits for a +10 Obligation.</li> <li data-xf-list-type="ul">If you take a <strong>Duty</strong>, there's no mechanical benefit for boosting morale / wound threshold; it's simply a part of your character's narrative. Though there may be in-game benefits to having ties to the Resistance, such as gaining information or sanctuary from Resistance NPCs. If you get captured by the First Order, of course, being a known member of the Resistance is likely to lead to being interrogated first.</li> <li data-xf-list-type="ul">If you take <strong>Morality</strong>, we can starting by running it as is and see how that works. It looks like a fun system but seems a bit complicated on paper, so we may want to streamline it for our game. Like Duty it's mainly going to be narrative tool. I may have certain scenarios that involve using Morality thresholds to determine how certain Force-user NPCs react or how holocrons respond to your character.</li> </ul><p></p><p>Does that sound like a good way to balance those three things?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7039143, member: 20323"] Here's my understanding of each system (Obligation / Duty / Morality) in brief... [B]Obligation[/B] is a mechanic for the GM to introduce complications. Narratively, it helps reinforce the theme of scoundrels working in gritty conditions. In Edge of the Empire, starting with an obligation is mandatory, but there's no mechanical incentive for a player to start with one if they had a choice. However, Edge of the Empire [I]does[/I] incentivize taking additional obligations with bonus starting XP & credits. [B]Duty[/B] is almost the exact opposite of Obligation; it's a mechanic for determining the PCs' morale, using an increased wound threshold to model that. Narratively, it helps reinforce the theme of pledging allegiance to a cause greater than yourself. In Age of Rebellion there's no mechanical downside to duty. In a system where a character can choose Obligation / Duty / Morality, there's no mechanical reason not to take Duty. [B]Morality[/B] is a measure of Light Side / Dark Side orientation, having no mechanical impact until a character goes below 30 (Dark Side) or above 70 (Light Side); beyond those thresholds there are changes to how the character works in terms of destiny points, force points & force powers, and strain threshold. Narratively, it helps reinforce the theme of the struggle between the Light Side and Dark Side that dwells in the heart of every Force-user, and also provides a "mechanic" for the GM to trigger morality, similar to how the GM can lean on obligations. In Force and Destiny, morality is just part of being a Force-user / Jedi. A non-Force user would get practically no mechanical benefit from the Morality system. To make these all work together, here's what I'm thinking... [list][*]You have the option of selecting ONE: Obligation, Duty, or Morality. This is decided on a per-character basis. Deciding to have none of the above is fine, so long as you have crafted a good hook/motive for your PC tying them into the adventure. [*]Certain character specializations might naturally lean toward Obligation, Duty, or Morality (e.g. a Bounty Hunter is a good fit for Obligation, and a Jedi Guardian is a good fit for Morality), but I'm comfortable letting you mix that up. [*]If you're a Force-user who doesn't take Morality, then you are operating in the "grey Jedi" zone... there may be rules implications for this that we'll need to figure out... I haven't gotten there yet. [*]If you're a non-Force-user who takes Morality, we may want to devise a way to generate Conflict through heroic actions (or anti-heroic actions) instead of through Force powers for your character. [*]If you take an [B]Obligation[/B], gain +5 XP or +1,000 credits for a +5 Obligation, or +10 XP or +2,500 credits for a +10 Obligation. [*]If you take a [B]Duty[/B], there's no mechanical benefit for boosting morale / wound threshold; it's simply a part of your character's narrative. Though there may be in-game benefits to having ties to the Resistance, such as gaining information or sanctuary from Resistance NPCs. If you get captured by the First Order, of course, being a known member of the Resistance is likely to lead to being interrogated first. [*]If you take [B]Morality[/B], we can starting by running it as is and see how that works. It looks like a fun system but seems a bit complicated on paper, so we may want to streamline it for our game. Like Duty it's mainly going to be narrative tool. I may have certain scenarios that involve using Morality thresholds to determine how certain Force-user NPCs react or how holocrons respond to your character. [/list] Does that sound like a good way to balance those three things? [/QUOTE]
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