I'm running an EotE campaign...sort of. Used Obligation to set up the character's backstories, but otherwise it doesn't really come into play. Not using Duty at all, the players are free-wheeling smugglers caught up in larger events, but not associated with any external organization.
So Talents like Positive Spin (Propagandist) are kind of useless to the player. I told the player we'd ignore them and consider them "purchased", but I'm wondering if there might be a way to reinvent their purpose in a non-Duty-driven campaign.
On a parallel note, I have a similar issue with talents like "Black Market Contacts" because they assume the campaign uses the rigid economy rules of the game, which we don't do...the players aren't really "equipment driven", except for the Engineer who really wanted a Dragon-eye Reaper. So I told the Enforcer-branching-into-Scoundrel that he could ignore those too.
Any thoughts on what I might do instead?