How have you handled Obligation in your game?

By yeti1069, in Game Masters

That is, how have you presented obligation to your players in a way for them to make a decision about accruing more obligation in exchange for some benefit, or lowering their obligation in place of gaining something else?

As far as decisions go, I explicitly offered an Obligation of 5 Favor to a Bothan spymaster in exchange for giving the PCs some important data about a bounty mark. They accepted it, which is good, because the guy they were after had been framed, and was actually the victim.

I've also modified their Obligation when they've taken some actions that warranted it. One PC reneged on a deal with an unfriendly contact and attempted to assassinate him, which increased her Betrayal Obligation by 5. Another player turned in Rebel gunrunners to the Empire, however, earning off 5 of his Dutybound Obligation and leading to an invitation to a dinner party on board an Imperial cruiser (where they were hired for the bounty hunt mentioned above).

Finally, one player voluntarily requested a new Obligation of 5 Responsibility, as he begins to regret mind-wiping an annoying NPC droid they stole. The Responsibility represents him helping the Droid re-develop its personality.

When we ran Under a Black Sun is was specifically linked to one players Obligation and how well we did was linked to his Obligation being lowered. During the course of play we chose to keep something and as a result incurred group Obligation. During our in between sessions the GM assigns/offers various homework for the Obsidian Portal campaign site that involves adding content to the site, like short stories, additional equipment, etc and we can receive small sums of xp, in addition some of the options we get as side assignments can involve small reductions in individual Obligation. I think his main aim is to transition to a group based Obligation away from individual Obligation.

"If you attack that Imperial frigate, it will result in a 10-point bounty Obligation for everyone onboard since they know your identities already."

I don't do it often, but I do it when it makes sense.

Finally, one player voluntarily requested a new Obligation of 5 Responsibility, as he begins to regret mind-wiping an annoying NPC droid they stole. The Responsibility represents him helping the Droid re-develop its personality.

Here's the thing: I don't see how this situation is necessary from a mechanical (Obligation) standpoint. The character could just have the regret purely narratively, divorced from mechanics, and role-play it out the exact same way without increasing Obligation. I guess I don't see what the character (mechanically) gets out of taking the Obligation, and Obligation appears to be a "this is the mechanical stick to go along with that mechanical carrot" thing.

Formally taking something on as an Obligation makes it mechanically important to the narrative, though. There is a greater chance that the droid storyline will be important to play and, if he wants that storyline to get resolved through play and be more of a front-burner plot in the game, that's likely the benefit to the player.

So far, I am treating Obligation like Backgrounds in 7th Sea: they exist to facilitate the story and to lightly provoke the players to stay in character. The intensity of the Obligation should fluctuate or change state over time, but nobody should ever have no Obligation. I will give PCs a chance to obtain new Obligations in exchange for resources when appropriate, but I also don't see a problem with adjusting players' Obligation based on their actions and choices, either.

I have a PC that just made a serious enemy out of a bounty hunter. If that's not resolved by the end of their next encounter (by the PC either placating, killing or otherwise dealing with the hunter), the PC is very likely to get a Bounty Obligation.

Finally, one player voluntarily requested a new Obligation of 5 Responsibility, as he begins to regret mind-wiping an annoying NPC droid they stole. The Responsibility represents him helping the Droid re-develop its personality.

Here's the thing: I don't see how this situation is necessary from a mechanical (Obligation) standpoint. The character could just have the regret purely narratively, divorced from mechanics, and role-play it out the exact same way without increasing Obligation. I guess I don't see what the character (mechanically) gets out of taking the Obligation, and Obligation appears to be a "this is the mechanical stick to go along with that mechanical carrot" thing.

This:

Formally taking something on as an Obligation makes it mechanically important to the narrative, though. There is a greater chance that the droid storyline will be important to play and, if he wants that storyline to get resolved through play and be more of a front-burner plot in the game, that's likely the benefit to the player.

So far, I am treating Obligation like Backgrounds in 7th Sea: they exist to facilitate the story and to lightly provoke the players to stay in character.

It's part of a larger storyline about his character (a former Stormtrooper) becoming more and more disillusioned with the Empire and trying to redeem himself in his own eyes. He wiped the droid's memory as an afterthought, following doctrine, but then realized what he'd done to a semi-sentient being and how that act was a manifestation of the Empire's influence on him.

So far my player have managed to avoid taking extra Obligation since they stuck to catching as little attention as possible and owing nobody a favor.

For a little explanation:

They accepted a job for the Separatists to deliver about 140 tons of 'cargo' to one of their last pockets of resistance in the Outer Rim. No cash up front, full payment after delivery.

While their cargo was being prepped they were aproached by an ISB agent who offered them a side-bonus for letting him slip a disguised tracking device on the shipment. Greedy as they were they accepted that job too, let her install the device and took half the payment up front.

Then they wanted to be 'smart' and told the Separatists about the lady and the tracking device (one of my PCs hates the Empire and persuaded the others to double-cross her). The Separatists told them to make a detour through the Vergesso Asteroid Belt and leave the td there, they would prepare something for the Republic/Empire.

Unluckily for them things went south on their way through the Vergesso System. A bunch of pirates had pulled a few asteroids into the hyperlane and pulled their transporter out before the rendevouz point. After getting shot at with lasers and ion weapons the captain decided to hit the emergency button, yelled for help on all frequenzies and threw the td overboard so it would not be found on the ship.

While the PCs fought of the boarding party the Seps arrived and started mauling the pirates, badly.

After a few turns the Imperial hunting group showed up and mauled Seps and pirates alike. A few stragglers managed to get away.

After securing their ship and thanking the Imps the group bailed out and headed for the nearest port to repair their ship. It did cost them most of their cash reserves to get their ship halfway into shape.

Then they went on their way to the Seps and delivered the shipment. But instead of getting payed the Seps wanted answers and someone to hang for the fiasko in the Vergesso system so they should get thrown into the brig. Of course they did not agree to that and instead resisted, to an CIS officer hostage, blew up a few ships (let's not count the droids) and bailed to the next system.

Their ship is still/again damaged, they are low on cash, and have 6 hours of hyperspace travel to talk about their next actions.

Their hostage is worth 40.000 credits. The BH wants the money, the Empire-hating captain wants to release him to somewhat appease the Seps.

They still know the location of a Sep holdout that they got partially paid for or they try to avoid the ISB.

Depending on their decisions i will upfront inform them about potential obligations they might get. After all, both the ISB and Seps are IMO worthy of netting you Obligation due to their (shrinking/growing) sphere of influence.

Edited by segara82