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Tell me about STAR WARS: EDGE OF EMPIRE
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<blockquote data-quote="Bagpuss" data-source="post: 6154507" data-attributes="member: 3987"><p>It is becoming more common for flaws to be required in character creation, particularly if they tie the character to the world, and give more plot hooks, which is what Obligations do.</p><p></p><p></p><p></p><p>Every character has their Strain Threshold reduced by 1, but the player who's Obligation triggered it has his reduced by 2. This means they are more likely to be overcome by strain effects. Strain is any non-lethal impairment a character might face, exhaustion, stress, etc.</p><p></p><p>Only one Obligation is triggered at most per session so stacking this penalty isn't an issue.</p><p></p><p></p><p></p><p>Only one can ever be triggered, the starting obligation depends on the size of the group, so with group of only two players each has a starting obligation of 20, but a group of 4 each has a starting obligation of 10. But you can elect to have more for xp or starting cash.</p><p></p><p>You then create an obligation table for the group, so player one might have a favour obligation of 15 and player two a debt of 10, so on the table 1 to 15 would trigger player one's obligation while 16 to 25 would trigger player two's... And so on.</p><p> </p><p></p><p></p><p>Min-maxing comes from taking flaws that don't really come up in play, obligations will. Also it isn't a static value, it will go up and down in play, and you could end up with multiple ones.</p><p></p><p>So say you have a Debt to a Hutt, you might do a mission for him, and that pays off part of the Debt, so the obligation drops, or you might need to get some help from a smuggler, and in return you gain a Favour Obligation to them that might come into play later.</p><p></p><p>It is part currency, part reputation and part plot driving device, and I think pretty thematic to a campaign set on the edge of the empire, where not all trades are done for cash.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 6154507, member: 3987"] It is becoming more common for flaws to be required in character creation, particularly if they tie the character to the world, and give more plot hooks, which is what Obligations do. Every character has their Strain Threshold reduced by 1, but the player who's Obligation triggered it has his reduced by 2. This means they are more likely to be overcome by strain effects. Strain is any non-lethal impairment a character might face, exhaustion, stress, etc. Only one Obligation is triggered at most per session so stacking this penalty isn't an issue. Only one can ever be triggered, the starting obligation depends on the size of the group, so with group of only two players each has a starting obligation of 20, but a group of 4 each has a starting obligation of 10. But you can elect to have more for xp or starting cash. You then create an obligation table for the group, so player one might have a favour obligation of 15 and player two a debt of 10, so on the table 1 to 15 would trigger player one's obligation while 16 to 25 would trigger player two's... And so on. Min-maxing comes from taking flaws that don't really come up in play, obligations will. Also it isn't a static value, it will go up and down in play, and you could end up with multiple ones. So say you have a Debt to a Hutt, you might do a mission for him, and that pays off part of the Debt, so the obligation drops, or you might need to get some help from a smuggler, and in return you gain a Favour Obligation to them that might come into play later. It is part currency, part reputation and part plot driving device, and I think pretty thematic to a campaign set on the edge of the empire, where not all trades are done for cash. [/QUOTE]
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