Edit: After some discussion I realized that my initial thesis was probably more confusing than it needed to be. I'm going to leave the mechanical analysis below the break for context/, but the part above it is really what I'm getting at.
The Fantasy Flight Star Wars games seems to be fond of using mechanics, such as Obligation and Duty (O/D). While they're not strictly necessary, they do provide a nice mechanism for forcing players who may not be familiar with narrative roleplaying to consider their character's motivation and what they want their character's story to be about.
My issue with Morality is not that its an awful option (as mechanics go) in itself, but rather that it doesn't do the same thing as O/D. O/D provide a very broad concept of what influences the decisions your character makes in a context that makes sense for their specific settings.
Morality makes sense to the specific setting, but it doesn't really seem to influence your character since it instead
tracks
the decisions the character makes and the concept seems fairly narrow (morality tale).
There's also the side note that although O/D work fine for Force Users in those setting, Morality doesn't actually work very well as a motivation for non-Force Users in the F&D setting.
What I'd propose instead is something like Destiny. It seems like most of the Jedi (and many of the supporting characters) in canon and EU have some sort of destiny that they're expected to fulfill (either by their peers or by the reading audience). So, what if your character actually has a real destiny; or at least thinks she does? There's plenty of potential in-game reasons for this, such as internal motivation, Force visions, familial/peer expectations, etc. Choosing a destiny has 3 factors as I see it. I'm not a game designer myself so I'll just outline some rough ideas.
- In one part, you choose what your destiny is. This could potentially be short term (fall to the Dark Side) or long term (found a new Force Order), small scale (uncover force sensitive children) or large scale (bring balance to the Force). Subject to narrator approval, of course.
- Once the destiny has been chosen, you need to decide whether your character is embracing or fleeing this destiny. Some players might consider that their character falling to the Dark Side is a bad thing. Others might feel their characters would find it liberating.
- Finally there's the issue of how strong your destiny is. This isn't intended to force your character into a particular course of action, but rather like the O/D motivation mechanics it would determine how often opportunities to interact with this destiny come up. For instance a character who's Destiny is to become the next Dark Lord of the Sith and has a strong tie to his Destiny will be frequently faced with circumstances that require him to make decisions of morality or to use the force. If the character is fleeing their Destiny would then choose to do what they can to avoid doing the obvious thing (earning the money to buy the MacGuffin), while a character who embraces his Destiny will likely do the obvious thing despite any obvious cost (stealing the MacGuffin, even though it will almost certainly mean a new bounty).
So you'd end up with a table like the ones for O/D with multiple subcategories intended to be tailored by the player into something specific to their character. Depending on what seems best to those with more knowledge than I, the character could either select a positive (pursuing) and negative (fleeing) Destiny - you'll either bring balance to the Force or destroy the galaxy - or simply assign a polarity. Once that's been decided on the character can decrease the connection to a positive destiny or increase the connection to a negative destiny, much like one does with O/D. The character could then increase their connection to their destiny (by making choices that lead toward it) or decrease it (by making choices that lead away from it). At some point the character would either achieve their Destiny or reduce their connection below the minimum threshold (realize that it isn't their true destiny, after all) and choose a new one at the minimum connection level.
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The mechanical problem with Morality is that it interferes with the narrative rather than aiding it. Giving a bonus for being a Light Side Paragon gives people a reason to stick to good deeds. Likewise, applying a penalty to Dark Side extremes gives people a reason to stay away from "immoral" acts. While we generally think of these as good things for the heroes to do anyway, the problem is that it makes certain choices more appealing
without any sort of player input
. In other words, it removes player agency.