Hello Gamer Nation!
Inspired by Paizo's Skull and Shackles adventure path I'm thinking about kicking off a pirate themed campaign by having the PCs being forcibly press-ganged into the crew of a pirate ship. The question I pose to you is: how does this impact starting Obligation?
I've run a few sessions of Edge and I think I under-used Obligation, but as I understand it when properly used Obligation can really drive narrative similar to Aspects in FATE. I like this a lot, BUT starting characters with Obligation means they have lots of pre-existing, external, character specific story hooks which will pull them away from the pirate-theme of the campaign rather than reinforcing it. So what I was thinking is that they characters would start with no Obligations and would develop them in play.
For example, they could develop Obligation as they make enemies and allies in the pirate crew, and they would certainly earn Obligation based on their actions as pirates.
Does this make sense? Any hidden pitfalls to starting characters with zero Obligation? Anyone have any input or ideas?
-NB