New AoR Campaign Questions

By Endrek03, in Star Wars: Edge of the Empire RPG

Hey all,

So it's that time to start a new storyline for Star Wars. This time my players will move slightly more towards Age of Rebellion, as we have been playing Edge of the Empire. That being said, got a few questions . . .

I want it to be a fun transition from EotE to AoR. I was thinking of having them make EotE characters (As they are used to, Obligation and all), but begin them with free access to the Recruit Career / Talent Tree. The campaign would begin with them in a transport en route to their training camp. This way they would have an EotE Career to begin with (Their background), the Recruit Career accessible, and slowly they would transition to AoR Careers IF they so choose.

All that said, Obligation is a negative thing (They do have a past before joining the Rebellion, after all), while Duty is a positive thing. What is a good way these two can interact? Can they even interact? Can you have Obligation and Duty at the same time? Would you roll each separately?

As GM, you can make the call to give them free access to the Recruit talent tree if you want. I'd probably give it to them as a session reward rather than XP for one week - maybe during the session where they actually become recruits for the Rebellion.

You can have Obligation and Duty at the same time, and yes, you'd roll them separately at the beginning of each game session. Finding ways for them to interact, well... that's part of your creative job as the GM. How can they co-mingle? Well... let's say (for instance) that one character has an Obligation of Debt to a Hutt crime lord, and a Duty of Tech Procurement to the Rebellion. He happens upon a stash of high quality weapons, and now he has a choice. He can turn it over to the Rebellion (yay, increased Duty!) or sell the weapons to pay down his debt to the Hutt (thus reducing his Obligation).

Page 342 of the AOR Corebook talks about running AOR campaigns with Obligation only, Duty only, or mixing the two.

Obligation is what you owe.

Duty is something you have to build its in essence the character's reputation in the organisation they're just joined.

Build it enough they get rewarded, obligation is something they want to pay off as it can become detrimental to their plans.

Duty can be good but it will also earn you enemies in those organisations that are enemies of the organisation your character has joined.

I'd recommend a couple of adventures to let them earn that recruit package if that's what they want since they may have their own plans and might not want to restrict them because you want to add a universal career speciality they might not want.

Still will be interesting to learn what happened when you run this!

Obligation is also what they care about. If I owe 5,000 credits to Distant the Hutt, but I don't plan on ever paying him back, and even if he hasn't written it off yet, no bounty hunter he'd hire could find out hidden rebel base, then it's not really obligation. This is one reason why basic AoR characters don't have obligation, despite many having background that would otherwise grant it. Fighting for the Rebellion is enough more important that these other stresses don't matter that much.

So, to that end, I'd remove the requirement that characters hold 5pt each. It should be possible for some characters to get to the point there really isn't anything other than the rebellion stressing them.

Page 342 of the AOR Corebook talks about running AOR campaigns with Obligation only, Duty only, or mixing the two.

Did not even come across that yet. Completely my bad.