Morality: Emotional Strengths/Weakness is lacking

By Poseur, in General Discussion

To be honest I'm a bit sad that the Emotional Strengths/Weaknesses play in more in the Morality/Conflict system.

It's a bit of waste actually imho. The trigger thing works without the Emotional Strengths/Weaknesses list just as well.

If it is triggered and a PC plays out either strength or weakness in a scene, it's good and dandy and they double the result. But that could work just as well with words like this "if a PC with a triggered morality makes a clear moral decision for good or worse". I don't have a good idea of how to incorporate the Strengths/Weaknesses more into the actual Conflict mechanic but i feel it's lacking right now.



What do you think?


/Poseur

I suspect that the Emotional Strength/Weakness is just as much about helping the player play his character as it is about engaging morality. If you have a specific "thing" you picked at character creation that says your character is "Brave but gets angry very easily" it's easier for the player to think "Hey, maybe I should be doing something recklessly heroic in this situation" or "This guy really annoys me, I'll hit him and start a fight".

If there's anything about the Morality mechanic that bothers me it's that you can play off your emotional weakness and still increase your morality at the end of the session. Granted, some times playing your weakness might get you some Conflict in the process, but that's not a given. You might have a Force-user who gives in to anger and hatred each session but still gets to be a light side paragon in not time at all.

Well yes it could be some help for the players, but I think it could also be incorporated a bit more into the mechanics.

About the confusing increase of morality, I'll quote myself from another tread with my thoughts on that. The questions is semi-rhetorical

Also, when Morality is triggered, how comes the value after the roll doubles? Sure it makes sense in some cases, but take this as an example. Triggered morality Justice/Anger, PCs decides to steal from the original thief because he felt tricked by him or something, getting only a few points of Conflict (say 2 for argument) and after session rolls 8 on his roll. That means, that even though the PC played out the "bad" emotion, ge gains +12 Morality on comes out a better person from the session? Does it imply that the PCs in-between sessions meditated, thought, philosophized and talked with his therapist and came to the conclusion that what he did was really, really wrong?

Edited by Poseur

The same argument could be said for Obligation and Duty quite frankly. In terms of how the mechanics operate, having a specific Duty or Obligation is meaningless ; if it triggers than a PC suffers a penalty (Obligation) or receives a benefit (Duty), but beyond that having a name for one's Duty or Obligation is simply a tag that can be dispensed with to no ill effect on the mechanics but making things more difficult on both player and GM to determine what the story effects of having that value trigger are.

The Emotional Strength/Weakness of Morality is the same, in that it's a hook to give players something to help base their character's personality and attitudes upon and a guideline for how to incorporate a PC's Morality into the adventure when it gets triggered.

As for the "doubling part," that's probably to reflect how the character either reached a new degree of enlightenment or understanding regarding the Force and the universe (if a positive gain) or became too ensnared in the shallow promises and selfish desires of the dark side (if a negative gain).

As with any game mechanic within the FFG trilogy, Morality is meant to be a corollary to good narrative. In the example that is illustrated here, it is up to the player and the GM together to determine the how and why behind the outcome. All these facetious examples listed are possible causes for that outcome. The correct one is the one that leads to the development of the PC as a character in an ongoing story.

The beauty of this system is precisely because one can get such unexpected results. How many people find religion or enlightenment in prison or on death row? How did a busy prostitute in an area of Nigeria which has the highest incidence of AIDS develop resistance to the HIV virus?

As an example in my own life, I recently got into an accident. Today I found out that the accident actually corrected the vertebral seizure that I'd been suffering from. It's non-intuitive, even ridiculous, but it happens all the time.

Also, when Morality is triggered, how comes the value after the roll doubles? Sure it makes sense in some cases, but take this as an example. Triggered morality Justice/Anger, PCs decides to steal from the original thief because he felt tricked by him or something, getting only a few points of Conflict (say 2 for argument) and after session rolls 8 on his roll. That means, that even though the PC played out the "bad" emotion, ge gains +12 Morality on comes out a better person from the session? Does it imply that the PCs in-between sessions meditated, thought, philosophized and talked with his therapist and came to the conclusion that what he did was really, really wrong?