So I know that there are various way that we all use the Obligation and Motivation.
The following is how I am using them in my game. Please let me know what you think about it and tell me how you are using them in your games.
I use the Obligation roll, at the beginning of the session, by-the-book. Essentially the obligation roll has the potential of temporarily reducing all of the player character's Strain Thresholds. The CRB says "A character’s strain threshold represents how much duress a character can withstand before he is stunned, dazed, or otherwise incapacitated. Strain represents psychologica l or mental “damage” to the character." In many situations you see that strain represents intense focus on the part of the acting character. So a reduction in your strain threshold means they are under more duress than normal and you cannot take as much stress or focus as hard.
The way I see Obligation, is that the number doesn’t so much represent the hard and fast of the specific obligation, as it does the effect that the obligation has on the character. For instance, compare Bob, with a Debt of 5, to Dan with a Debt of 10. These Obligation scores don't specifically mean that Bob owes less money than Dan does. It means that Bob is less concerned about the Debt than Dan is. Maybe Bob borrowed 120,000 from his grandfather to buy a ship but Dan borrowed 500 from Jabba the Hutt to buy his sister out of slavery. Essentially, I view Obligation as a measure of how much the character is stressed out by the particulars of the Obligation. This makes a bit more sense for when the obligation triggers. The characters are simply reminded of their stress and it affects their Strain Threshold.
To that end, I have offered my players two opportunities to reduce their obligation scores. During play, if they do something that would cause the stress to resolve to a degree, their score could go down by one point. Between sessions, if they send me a cool story of what their character is doing to resolve the story of their Obligation, their score will go down by one point. To encourage them to do this I added the caveat that if two of the characters work together in one of these stories, both characters will get the reduction and it will be doubled to 2 points.
Motivation I have placed in the hands of my players to implement. Should they decide that their character's motivation calls for it, they can add a narrative setback to the story, in order to earn the group an additional 5 XP. For instance, the group is hiding out on a deserted planet. They have successfully hidden from the imperial scouts in orbit and are planning on waiting a few days for them to leave. A player with the Relationship - Family motivation could tell me they turn on the ship's systems to sent a message back home, thus giving the scouts another chance to find them.
What do you all think?