Player Perspective: Obligation, Duty, and Morality

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

Good afternoon from East Coast USA.

I'm curious about using Obligation, Duty, and Morality in my campaign and would like player input on this. I believe that it can be interesting using all three, but would like to hear from the player's side. What do you (the players) think about this?

There's a also a GM question for this as well located in the GM sub forum. Located here:
https://community.fantasyflightgames.com/index.php?/topic/141275-gm-perspective-obligation-duty-and-morality/

Edited by Sarone

The game I am in just started using all three together so I still haven't experienced any pros and cons, but I believe that if as players and GMs we can manage to track all 3 that it could add more depth the characters and make you, them, us...think hard about actions we may take.

Speaking from player experience, I would not want to have to worry about all three mechanics. Give me two to keep track of and I can roleplay the conflict or synergy between the two, but a third one, I feel, would get in the way, and would make Motivation feel especially like an afterthought.

Speaking from player experience, I would not want to have to worry about all three mechanics. Give me two to keep track of and I can roleplay the conflict or synergy between the two, but a third one, I feel, would get in the way, and would make Motivation feel especially like an afterthought.

I can see this also, I will let you know how the game I am in turns out as it progresses.

Having run Edge of the Empire and played in Age of Rebellion, I would stick to just one per character in any campaign at the start. But if playing an AoR campaign i would allow any EotE career characters to take Obligation while allowing any AoR career characters to take duty and so on. I'd do the same with an EotE campaign. Then as the characters progress i would allow obligation and duty to be applied as required by play to any character.

I don't know much about motivation, so i can't really comment on that aspect.

This adds more overhead for the GM to keep track of, but I think it presents more options for the players to have fun with and gives the GM the opportunity to mix things up for everyone.

We just started a game a few months ago using all three mechanics. However, each PC is limited to 2 max. You start with the one that your Career comes from, and can gain the other "after starting xp is spent."

Force Sensitive folks must have Morality (I'm not sure what would happen if you gained Force Sensitive in game).

As a player, I like it. It adds more depth to the characters. And having the ups and downs of Obligation and Duty at the same time is interesting.

(Edit: adding my opinion)

Edited by dougansf

We just started a game a few months ago using all three mechanics. However, each PC is limited to 2 max. You start with the one that your Career comes from, and can gain the other "after starting xp is spent."

Force Sensitive folks must have Morality (I'm not sure what would happen if you gained Force Sensitive in game).

As a player, I like it. It adds more depth to the characters. And having the ups and downs of Obligation and Duty at the same time is interesting.

(Edit: adding my opinion)

Hence the reason for this topic. It seems like using all three might be a bit problematic, but can be fun.

Hence the reason for this topic. It seems like using all three might be a bit problematic, but can be fun.

Problematic?

Well, there is a bit of bookkeeping, but a handy spreadsheet takes care of that.

We also end each game with O/D/M awards, and 3 rolls to see what triggers for next session.

This gives the GM time to build it into the session, and the PC's get a "Next time on Star Wars" preview.

In retrospect, we probably should have disallowed any "choose 2" results in any one category.

I don't think it's problematic, since they're used mainly by the GM as possible plot devices, rather than by the players. As a GM, obligation, duty, and morality just go into my bag of tricks when I'm trying to figure out where the campaign should go next.

I don't think my players really think about their obligations, unless I bring it up. They are (or should be) cognizant of their duty, just so they can spot opportunities to increase it. As for morality, my one player with a Force sensitive really just tries to keep his character's naughtiness down to a minimum so she doesn't incur conflict.

I print up a group sheet with obligation, duty, and morality, before the start of the session just so I can keep it handy, again for possible plot twists. Plus, I find myself reminding the players of their characters' duties. If I didn't do that, they'd probably forget about it :)