I've been trying to come up with a way to handle mental obligations, since I've got a couple players that have them and after a year or so, the results have been...lackluster, to say the least.
Player one has the Addiction Obligation. That's not too bad--he plays it for laughs, and since he has to arrive late thanks to work I usually say it's because he's stoned out of his mind on some spice or another. However, when his Obligation gets rolled, there's usually not a lot of drama. He gets the party faces to make a Streetwise check, bargains with the pusher, and then selects something reasonably non-threatening to indulge in. It's fine, but it's also kind of routine.
Player two is Dutybound. He follows a particular warrior's code that says something along the lines of, "never attack first." Also fine, except for the fact that when his Obligation is rolled, he's clever. He won't attack until someone else attacks, but he's pretty skilled in drawing someone out.
Both of these Obligations have really lost their luster, so I'm trying to make things more interesting, not to mention give them the sense that these Obligations are things they are living with and trying to control, not just yawning when they come their way.
To that end, I've come up with a couple things:
With Player One, I'm going to work on the Addiction angle. He says he's addicted to everything, so the next time his Obligation is rolled I'm going to give him a craving for a very specific kind of drug, giving him Setback penalties until he can get his fix. It's also going to be uncontrollable, so he'll want to spend as many credits as he can to get the drugs he needs.
With Player Two, I'm going to up his Dutybound Obligation to the point where if his group does anything to provoke combat, he's going also get Setback penalties if he participates. He feels somewhat responsible for them anyway, so I'm going to play up that angle.
Having said that, they can attempt to beat or cancel out these urges they have. When their Obligation hits, I plan to allow them to make a Discipline roll against Daunting difficulty, but only if they spend a Destiny Point to do so, and adjudicate the results as if the players had rolled a Fear check. The way I see it, they're trying to fight against their own natures to do so, and so it should cost them something. If they can make their admittedly hard Discipline roll, then they can reduce their Obligation by one.
I'd like to hear some other GMs' thoughts on this. I've struggled with how to run mental Obligations for a while now, and this seems like a good way to handle it. There is a cost, but I think it really represents someone having to reach deep inside themselves and succeed against their own nature, which fits in with the heroic nature of Star Wars.