Duty or Obligation?

By HappyDaze, in Star Wars: Edge of the Empire RPG

I'm considering a game set in and around Hutt Space where all of the PCs have lasting entanglements with a Hutt Kajidic. For an Edge game, Obligation is the obvious way of accomplishing this, but I am considering replacing or supplementing it with Duty (from Age of Rebellion, but directed to the Hutt Kajidic rather than the Rebel Alliance).

Duty has an advantage that it ties to contribution rank and rewards, and I would want each character to track Duty and contribution rank independently (rather than as a group) since plotting and scheming to appear better in the eyes of the Hutt(s) is part of the game.

If I do this, I would still keep Obligation as something that happens when a character earns disfavor through failure in various ways.

So, feedback and/or suggestions?

My group are earning Duty for the Black Suns and have some small longer term obligations as well, family etc.

They actually don't know they are collecting duty yet, but have gone up 1st rank. It's good fun as GM and I'm looking forward to them finding out about the duty, so they can be more specific in Roleplaying it. At the moment I just put things into the adventures for them to do that earns them duty.

I think it could work well for you. And like you said, if they do stuff to earn that Obligation, it could still come into play. I don't see that doing this as game breaking. may people don;t even use these mechanics or their games, and they seem to get along pretty well without them.

I am looking at taking my EotE Group, and turning it into a more AoR game, so Duty will be coming into play for us as well.

I am working up this exact same thing right now to change the Obligation mechanic to match how Duty is implemented. Here are a few of the changes I am going to make.

  • Instead of managing it to keep it low, the PCs are attempting to reach 100.
  • At a total of 100, they receive a reward similar to the Alliance Contribution, and everyone's score resets to 0. Instead of Contribution, I call it Connection.
  • When rolling for obligation, if it triggers, the PCs have an increased WT, like in AoR. However, if it exceeds the total Obligation score, the ST is reduced like in EotE. This means that means when the PC’s Obligation values are all set back down to 0, the Obligation check will most likely exceed the total Obligation value for several sessions. This represents the stressors associated with moving up to a higher level of commitment of responsibility.
  • The PCs can have Duty and/or Obligation, and I will roll to trigger them separately. This could lead to awesome internal tension as the PC with the Personnel Duty is in conflict with the PC with the Acquisitions (Bounty Hunting) Obligation. A PC with both Obligation and Duty should be torn between the two worlds. For example, a character should not be able to have the Intelligence Duty and Information Obligation and automatically improve his score in both for the same actions.
  • All force sensitive characters will have the Morality mechanic.
  • All PCs will have one "primary" mechanic. The rest are secondary mechanics and start at 0 (or 50 in the case of Morality).
  • For Starting Duty/Obligation values, always use the number of PCs who are using that mechanic (regardless if it is the primary or secondary), not the total number of PCs in the group, when calculating the starting values. All PCs with the primary mechanic receive the recommended starting Duty per player from the table. If a PC has it as a secondary mechanic, his value automatically reduced to 0. Having PCs with secondary mechanics will result in a lower total value than an entire group with only one primary mechanic. This represents the effect that the divided loyalties may have on the rest of the group, and will result in exceeding the total on the check more often.
  • All PCs will have the same options for additional starting XP and credits from F&D instead of cashing it in. Only characters with Morality as the primary characteristic can increase/decrease it at character creation.
  • I am considering an "opting out" mechanic so that when apropriate for the PC, he can opt out of a mechanic such as when the smuggler pays off his debts and begins to work for the Alliance full time. I think this might only occur coinciding with achieving a Contribution/Connection Rank. He would still maintain some influence/reputation in the form of the rank, but would be on the outside.

Here are my modified Obligations:

  • Acquisitions: A colloquialism for collecting bounties, the Player Character is deeply involved with the location, capture, and sometimes death of individuals who do not wish to be found. He actively seeks out contracts to increase his status and reputation with the various bounty guilds and crime lords.
  • Activism: The enslavement of alien species, genocide, political disenfranchisement, elimination of corporate greed–the PC is dedicated to bringing attention to a specific cause, possibly even resorting to terrorist tactics to get the message across.
  • Development: From exploration and colonization to simply running a trading post, the Player Character is concerned with making the Outer Rim a more habitable place for the rest of the Galaxy. To this end, he seeks to establish lasting improvements, be they settlements or hyperspace routes, as his legacy.
  • Information: In the Outer Rim, just as in every other corner of the galaxy, information is power, and knowing the right things can save one’s life. The Player Character gathers and trades information on the various dealings around him. While he may sell this information and even occasionally engage in blackmail, the collection of important secrets itself is what drives him.
  • Law and Order: The Outer Rim is a dangerous place well beyond the reach of civilized society, and it takes a strong hand and a steady blaster pistol to maintain order. The Player Character is devoted to the enforcement of laws. Whether he his approach is good mannered or oppressive and brutal is up to him.
  • Military Contracting: War is a business, and business is good in the Outer Rim. The Empire, corporations, criminal syndicates and even the Rebellion call on the services of mercenaries to turn the tide of a battle. The Player Character works as ether a freelancer or a member of a mercenary company.
  • Networking: Sometimes it is not what you know, but who you know. Similar to the Information obligation, but the Player Character is driven to make connections and build networks of friends and allies for use at a later time. He often gives out favors so that one day he might collect on them.
  • Political Influence: Power of the people or power over the people, the Player Character desires involvement in the political machinations of various governments. He may seek office himself, become a lobbyist of sort, or attempt to exert control of a politician through extortion or blackmail.
  • Smuggling: The Outer Rim thrives on its black market economy. It takes the right kind of person to move goods quickly and quietly while dodging imperial customs at the same time. The Player Character is an expert of moving items–and sometimes people–from place to place.
  • Syndicates: Hutt kajidics, the Black Sun, Tenloss Syndicate, corporations, etc.–the Player Character is focused to the development of an organization. Similar to the Networking PC, the Syndicate-driven PC makes connections on behalf of the group. He strives to make the syndicate stronger, expand its reach, and increase its power and influence.
  • Tech Development: Whether through legal research or with Outlaw Tech, the Player Character develops–or possibly steals–the latest technology. The PC is constantly seeking to improve the machines around him, pushing them to their limit. To this PC, having the right tech is a matter of life and death in the harsh reality of the Outer Rim.
  • Wealth: Pure, unadulterated greed. Whether to be the biggest entrepreneur in the Outer Rim or steal them all blind, the Player Character is driven to amass a fortune of credits for his own personal gain.

When I am done, I am going to hang it in my drop box for comment.

Edited by Domingo

Since Duty is basically the "ra-ra, go Rebellion!" mechanic, then yeah I would re-purpose it if the PCs are generally sold on working for the Hutts for one reason or another.

If they believe in the Hutts, and/or have reasons for wanting to be in good with the Kajidic and desiring promotions and stuff, then Duty is a good mechanic to use instead of Obligation, which of course is less the "ra-ra" element and more of the "money on your back," "Sword of Damocles" deal.

Sounds like fun for a group of neer-do-wells characters. :)

I just got finished listening to the episode of Order 66 where they talk about this.

I think I agree with the opinion that Duty is something you want to do, obligation is something you have to do. So like awayputurwpn said, I'd they believe in the huts Duty is fine. If they're working for them out of fear... Not so much.

My problem with mixing Obligation and Duty is that it is either all or nothing for the PCs. A PC with Obligation is all negative (reduced ST) whereas a PC with Duty is all positive (increased WT, rewards for achieving 100). When playing a mixed campaign, I see the mechanical motivations for playing Obligation to be lacking compared to Duty. I would like the PCs to be able to choose Obligation over Duty in a mixed game, and not be penalized for doing so.

When mixing Duty and Obligation i think its best if everyone has both, this keeps it fair to all

In a party of 5 i would have the obligations mostly 5's, possibly a 10 here and there.

Duty should be given to all, at least the end benefits of going up a rank should be enjoyed by all.

possibly you could have a group Obligation and individual Duty, or a group Duty and individual Obligations to keep bookkeeping simpler.

I don't know how this will be received, but below is the modified game mechanics I discussed above. I have been playing for a while now and understand the systems (both mechanics and intent). I include a little bit of my reasoning for why I am monkeying with the systems in the beginning of the document. Anyways, I plan on putting these house rules into effect at the end of the summer when I pick up the game pending the approval of my group.

https://www.dropbox.com/s/o2ops7nbh7t0ysr/Blended%20Campaign.pdf?dl=0

Sorry in advance to the hard working writers for the blatant plagarism, but this isn't for profit or attribution.

P.S.: No comments if you don't like it. I don't want any negative feedback.... ;) (SARCASM!)

Edit: Found some typos and updated the document.

Edited by Domingo

I don't know how this will be received, but below is the modified game mechanics I discussed above. I have been playing for a while now and understand the systems (both mechanics and intent). I include a little bit of my reasoning for why I am monkeying with the systems in the beginning of the document. Anyways, I plan on putting these house rules into effect at the end of the summer when I pick up the game pending the approval of my group.

https://www.dropbox.com/s/o2ops7nbh7t0ysr/Blended%20Campaign.pdf?dl=0

Sorry in advance to the hard working writers for the blatant plagarism, but this isn't for profit or attribution.

P.S.: No comments if you don't like it. I don't want any negative feedback.... ;) (SARCASM!)

Edit: Found some typos and updated the document.

"A force sensitive PC may increase or decrease the PC’s starting Morality by 21. This gives the PC the option of beginning with a Morality of 29 or a Morality of 71. To do this, however, he must reduce any starting Obligation or Duty values to 0."

Was the intent that the PC would be getting rid of his Obligation, or simply that he wouldn't be able to increase it in order to gain benefits such as credits or XP? Because Obligation of 0 means that it's nonexistent.

Also, "force" should be "Force."

Was the intent that the PC would be getting rid of his Obligation...Because Obligation of 0 means that it's nonexistent.

The intent of the whole document is to change Obligation to where it counts up, not down, in an attempt to create the Duty-equivalent of Obligation that can be used alongside Duty. PCs are trying to gain Obligation in an attempt to achieve ranks in Connection (just like Duty and Contribution). In this approach a PC might have one or all three of the game mechanics in play depending on character concept. Having a value of 0 in Obligation is not the same as not having Obligation. A PC with Obligation 0 is still subject to the results of the Obligation check.

....Or simply that he wouldn't be able to increase it in order to gain benefits such as credits or XP?

In this approach, the PCs won't trade in Obligation or Duty to gain additional starting benefits. It uses the approach in the F&D beta where all characters can get some XP and/or credits without messing with the game mechanic.

I was trying to keep it relatively brief by picking out replacing the specific parts of the rules, but Is this document too confusing? Perhaps I should change "Obligation" to "Influence" to comepletely de-link it from the previous game mechanic.

Oh, I had the part in there for reducing Obligation and Duty values to 0 to change the starting Morality, because that 21 point shift allows a PC to become a Dark Side User or Light Side Paragon. In my mind, this represents a significant amount of attention which whould prevent the PC from starting with any significant value in Duty and/or Obligation. The character would still be able to select one of the additional starting XP/credit packages like all other characters.

Edited by Domingo