I'm finally starting an AoR game, and I'm plotting out ideas for what that party can start doing. The game will take place around their base of operations, and early on will focus on resource acquisitions and better establishing themselves. In addition to missions from Rebel Command, the team may try and get some speeders, rearm themselves, establish some intelligence networks, and expand their base and recruitment.
Outside of their Rank, looting, and simply giving them things, I was pondering ideas for different ways to go about these tasks. In EoE, players can be offered additional or new Obligations as an easy route for solving their problems, but I didn't see anything like this in AoR on my first read through.
Is there a way for players to take a hit to their Duty, in a similar manner to taking more Obligation? This would represent pressing the Alliance for more resources, intelligence, recruits, and support, instead of finding solutions to those problems themselves. What I was hoping to do was dangle three kinds of choices. The team can take the hard way and play through the choice, they can potentially follow and underworld element or other factor, such as taking a loan or calling in a favor, or they can requisition assistance from the Alliance. Each choice would have its risks or consequences, but the choice would be theirs.
Thoughts?