Existing EotE Character Earning AoR Duity?

By Atraangelis, in Star Wars: Age of Rebellion RPG

SO, in our game one of PC's who is playing a Bothan who fancy themselves a spy (Doctor/Slicer) WIll be crossing paths with the rebellion.

I am considering allowing him to aquire a Duity since he is role playing his PC like that while dealing with his obligations as well..

Any problems you see?

only that you now have two rolls every session, and once ut goes up, the party gets something issued.

I went the other way, myself... added obligation to an AoR party... a minor hassle factor, nothing more. Until they reqisitioned A-Wings. :)

I'd recommend treating them as the same so the combined total of obligation and duty cannot exceed a total of 100 that way you can distinguish between which obligation or duty is effected.

However that depends on how you want to handle it, will the rest of your players also have duty as well because from what's been mentioned it sounds like only the one player?

If you fancy combining them then maybe try halving both so say each rated at 10 then a roll of 1-5 means the obligation, 6-15 a mixture of both and 16-20 the duty only but that's only if adding duty to the party total would exceed the 100 limit.

I'd recommend treating them as the same so the combined total of obligation and duty cannot exceed a total of 100 that way you can distinguish between which obligation or duty is effected.

However that depends on how you want to handle it, will the rest of your players also have duty as well because from what's been mentioned it sounds like only the one player?

If you fancy combining them then maybe try halving both so say each rated at 10 then a roll of 1-5 means the obligation, 6-15 a mixture of both and 16-20 the duty only but that's only if adding duty to the party total would exceed the 100 limit.

Duty is "More is better" and "triggering is good" - it's not a renamed obligation; it does different things.

Obligation is "Less is better" and "Triggering is bad".

You can consult the final AoR beta update for rules on how to go about it!

I'd recommend treating them as the same so the combined total of obligation and duty cannot exceed a total of 100 that way you can distinguish between which obligation or duty is effected.

However that depends on how you want to handle it, will the rest of your players also have duty as well because from what's been mentioned it sounds like only the one player?

If you fancy combining them then maybe try halving both so say each rated at 10 then a roll of 1-5 means the obligation, 6-15 a mixture of both and 16-20 the duty only but that's only if adding duty to the party total would exceed the 100 limit.

Duty is "More is better" and "triggering is good" - it's not a renamed obligation; it does different things.

Obligation is "Less is better" and "Triggering is bad".

On top of this, Duty grants bonuses when it hits 100. Obligation cuts off XP spending when it hits 100. So throwing them together won't work well.

The big question I'd ask is if you are planning on transition the character to duty or is it a one off event. As the above posters have mentioned, getting more is good and they will want to roll it over 100. To really do that, the character(s) will need to continue to assist the Rebellion.

Using both is absolutely 'as intended.' But to get real mileage out of either system, it needs to get beyond a one off event or even just a roll at the start of a session. Plots are shaped around them. Complications stem from them. At this point in my EotE game most everything the characters deal with has some roots based in an obligation at some point some where. I plan to decision fork them with a chance to join the Rebellion and then see if they A: bite for it and then B: See if they try to serve two masters or focus on one to embrace.

But if the Bothan is just going to do a one off thing for them, I'd suggest just making a contact that the Bothan feeds info to in exchange for other perks. Maybe bonus/upgrades on certain types of rolls. Might even become an obligation, as Obligations aren't all 'bad' in a player/character's mindset, it's just, well, something you are obligated to do. But it also can be a two way street. He scratches the Rebel contact's back, but in return sometimes a Missile tube comes his way easier (for a price) that he can get a good deal on because he gets the upgrade on his streetwise roll (or just a base lower price as a reward).

That method wouldn't force a separate Duty track and wouldn't shift the meta game focus to the Rebellion game. Really depends on what the players want, because it can be rough if one player shifts the game dynamic for the entire party. So finding the balance point that works for everyone (including the GM) is important. But I wouldn't throw in Duty unless you really want to let it be something the game gives attention to.

Edited by Prost

You can do this any which way. the mechanics are designed to work independently or layered together. It is really about what works best for your game. You can absolutely have characters who have both obligation and duty, or you can have characters that have either obligation or duty, or you can have only one of the mechanics present.

Han Solo is usually the best example, since he crossed through both worlds. He clearly is working under Obligation in E4 and E5, but in E6, the obligation to Jabba is finished, and he probably picks up a duty instead. That is a valid interpretation. However, you can also argue that in E5, he was conflicted about either fulfilling his obligation to Jabba, and his duty to the Rebellion. Probably personnel Duty, the way he wants to save Luke when he's lost, and the way he wants to make sure Leia escapes. You can argue these two elements were conflicting and creating more tension internally for Han. Fulfilling his Duty might mean worsening his obligation. etc.

It can really play any way you want it to. Nothing wrong with making two rolls at the start of the game.