Little character group - unfairly huge obligation?

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

Hi everyone! Starting to learn the Edge of the Empire rpg, which i start to like a lot.

My current group of player (to whom i expect to be Gming to) is only 2 players. And i was wondering of the amount of obligation given to each players (25) is pretty high? Usually, in a 4-player group, a player will have the -1 penalty 45% of the games, and a -2 penalty 15% of the time.

However, in a 2-player group, players will have the -2 penalty 25% of the time, with no comparative advantages.

Shouldn't the players get some more credit/xp in exchange of that higher obligation? You know, to balance somewhat that the party only has 2 party members?

Obligation is fun! :) Not rolling obligation in the start of the session is kind of boring, so I like my group to have at least 50%, if not more. It affects the story in fun ways, especially if you like to improvise and gives players a feeling of unceirtanty. It also captures the feeling of the game and of living on the edge of the empire and nothing is free or safe.

However, the Obligation by group size in the CRB are just suggestions and guidelines. As long as each player has at least 5% it`s all good.

I often have new players gueast-starring in our games and I give them 10% or 15% as deault, no matter the size of the group they are joining, so they can take on more oblig and buy extra xp or creds if they want.

I have also given them the option to flip D points at the beginning of the game to add more gear or cybernetic implants that fits their backstory.

Alternatively you could just give the players extra XP or credits to begin with for free(or if they take max oblig), it`s up too you.

Edited by RodianClone

To provide a contrary view :) I don't use Obligation beyond character creation. The elements of a character's past or current obligations are woven into the story as needed, not on the whim of a die roll. Plus there's enough going on, I don't feel the need to artificially impose a Strain penalty.

If you want to offer other rewards or benefits, there is plenty of precedence, as the Force and Destiny rules added the "knight level" option, which is basically +150XP at startup plus 10000cr of equipment. You should feel free to balance your campaign however you like, with extra credits, extra post-gen XP, even an extra specialization if you like.

Obligation also helps the characters` backstories and the world they live in feel more real and alive:)


To me, it really defines Edge of the Empire and the more seedy and gritty part of the Galaxy and its underworld.



But as whalfrog said, if you don`t like Obligation or if you aren`t comfortable with it, just don`t use it.


Adding extra spec or free specific starting skill rank for theme or campaign concept is also legit.


This is a very adjustable system and very robust and hard to knock out of balance. Play around with it and make it yours, it`s all good :)


Edited by RodianClone

I dunno, I guess it depends on perspective. Is life supposed to be fair? Who is in deeper trouble with less resources? 2 people on the run or 4? Seems like a smaller group knows it's chances are worse and probably would be under more stress in my mind.

I would agree that if you are starting a group with just two people they are either going to need to be 2 very multi skilled builds, and likely you'll want to give them some xp boost to start, or they will need the ability to select a good suite of gear to start.

I would agree that if you are starting a group with just two people they are either going to need to be 2 very multi skilled builds,

Or you can base your encounters and adventures on their chosen aereas of expertise. Take their top skills as hints, it`s how players tell you what kind of game they want and type of situations and challenges they`d like for their characters.

You can also let them be creative with the skills and strengths they have in situations where they aren`t the obvious choice. That incourages creative thinking and makes for a fun game:)

Edited by RodianClone

Obligation also helps the characters` backstories and the world they live in feel more real and alive:)

To me, it really defines Edge of the Empire and the more seedy and gritty part of the Galaxy and its underworld.

Very much agree, which is why I make sure it's part of chargen. After that though, for my current campaign at least, it doesn't serve much purpose.

For a two person game, you may want to give them a little perk, considering that someones fat is going to be in the fire more often than not. For a little bit of added paranoia, make the roll to see who is 'It' for the game, but keep the results secret...make them sweat. Then surprise them when they least expect it. Such as when they head into a cantina to relax or meet a contact...only for one of them to see their face on a Wanted poster.

Obligation also helps the characters` backstories and the world they live in feel more real and alive:)

To me, it really defines Edge of the Empire and the more seedy and gritty part of the Galaxy and its underworld.

Very much agree, which is why I make sure it's part of chargen. After that though, for my current campaign at least, it doesn't serve much purpose.

I can understand that. And I like that people havee different takes on it. I like giving my game that level of uncertainty and the game that randomness rolling at the beginning of a session provides.

That uncertainty and randomness is tied to the Obligation and the values the players have given it. Without the rolling, the value means nothing and the players should all have equal amonts of extra credits or xp for it.

If you have a higher value than others, you have more to show for, but you are also more likely to be affected by dangers and stress.

Also, it is fun to have small hooks and plans, always in motion, that you might use when the given Obligation comes up.

I know some people like to rolle Obligation at the end of each session, to have time to plan for the next one. I get that and it is a clever way to do it if you like that level of control. But if you like a little uncertainty, keeping players on their toes, and improvising with some defining hooks to it, rolling at the start is a lot of fun!

Another thing with using Oblig like "intended", if you have too much of it, respectable people might not want to cooperate and work with you and if you have too little, criminals and shady people might not have anything to do with you, based on rumours, reputation and what contacts might say about you... And remember, if you go above 100% as a group, noone can use xp on anything until you are under 100 again.

And also, using it in game is a very cool way of giving players the option of taking on more stress in form of Obligation for theiir character to get stuff or make deals they usually couldn`t. You can buy stuff with it and that`s awesome! :D

Edited by RodianClone

I see Obligation as a result of the perception that many players don't spend time working on a backstory. In my experience this is accurate. Also, even when some do the GM may ultimately ignore it.

Again, this is also something I've seen.

So, if your group is like this I think Obligation is a great way to break you of the habit because, I think, it's a habit needing to be broken. It'll create better players and GMs for it.

That said, as a GM who insists my players create back stories I can use, I tend to ignore Obligation. I want those story elements to come to the fore when I plan for them organically, not at the whim of a die.

TL;DR - If you weave PC backstory into your game already ignore Obligation. If you don't, use it and you'll have a better game for it.

On the subject of Obligation, my group was going to be 6 players and is now 5. I started them off with 5 Obligation and I don't believe the 6th person will be joining us. Should I correct their Obligations to 10? We've only had 1 session so far and I chose not to roll Obligation right at the start.

Edited by GroggyGolem

On the subject of Obligation, my group was going to be 6 players and is now 5. I started them off with 5 Obligation and I don't believe the 6th person will be joining us. Should I correct their Obligations to 10? We've only had 1 session so far and I chose not to roll Obligation right at the start.

That`s up to you and your players.

But you could handle it in-game. Put them in a situation where they get some extra obligation, maybe even a group obligation, and reward them some extra xp at the end or some extra equipment during.

That way you achieve the same thing but it doesn`t feel like backtracking.

Edited by RodianClone

Already had plans in motion for group obligation. Thanks, that will work out great.

By the way.. Group obligation. If its rolled, everyone has the -2 penalty?

By the way.. Group obligation. If its rolled, everyone has the -2 penalty?

I think that is up to you.

By the way, do you have a rule of thumb regarding the overall financial value of the obligation? Maybe something like 10k credit owed/point? Less? More?

I understand that the point of the obligation is to always keep a leash on the players, to keep with the thematic of the game. But i know my players will ask me how much they owe.

Ultimately, i know that if they pay, like, 20K credit to the Hutt they owe money, he will just laugh and go "uh uh uh, thats the interest!".

I also get that owing 100k credit to your family may not represent the same Obligation weight than owing 100k credit to a Crime Lord.. Unless you are part of the Corleone Clan, the latter will hold a higher Obligation value.

By the way, do you have a rule of thumb regarding the overall financial value of the obligation? Maybe something like 10k credit owed/point? Less? More?

I understand that the point of the obligation is to always keep a leash on the players, to keep with the thematic of the game. But i know my players will ask me how much they owe.

Ultimately, i know that if they pay, like, 20K credit to the Hutt they owe money, he will just laugh and go "uh uh uh, thats the interest!".

I also get that owing 100k credit to your family may not represent the same Obligation weight than owing 100k credit to a Crime Lord.. Unless you are part of the Corleone Clan, the latter will hold a higher Obligation value.

The example they use for debt in the CRB is that 1 Oblig is 5000 Credits. But under that very example they say that this may not always be the case and the Obligationn may represent more than the actual credits, so how many credits may differ from situation to situation. You may reduce the debt and/or the Oblig at the same time, depending on what you put into it flavourwise.

An oblig of 20 debt could be directly transfered to meaning 100 000 credits and that`s it, but might in another case be 20 000 credits and the one you are debted to is so unstable, crazy or dangerous that it makes the Oblig just as high, even if the credits are lower. It may go the other way too, if you have some advantage or other.

Got it? It`s up to you, but I uderstand you might want something tangible.

One Obligation type might also include other types of Obligations in it(or overlap with others you have). If you have Debt for example, you don`t have to add a Bounty Obligation if the one you owe credits sends goons or even bountyhunters after you. Or the Debt might include parts of Responsibility or Family if a threat hangs over a loved one if you don`t keep regular payments(can affect credit/value too).

An Obligation might also even change from one type to another through the story. In my game, one of the characters got the choice to change his 15 Bounty(wanted by gangsters) to 5 Favour(help out gangster boss and got bounty deleted) if he helped out an enemy.

I highly recommend using Obligation actively during the game. It`s an awesome tool!

Edited by RodianClone

There's no hard-and-fast rule for obligation-to-debt. The magnitude could easily represent the immediacy of the debt. 5K loan to a bank is one thing and could be just 5 obligation or less, but a 5K loan to Jabba the Hutt is completely different, and the magnitude of the obligation would reflect that.

There's no hard-and-fast rule for obligation-to-debt. The magnitude could easily represent the immediacy of the debt. 5K loan to a bank is one thing and could be just 5 obligation or less, but a 5K loan to Jabba the Hutt is completely different, and the magnitude of the obligation would reflect that.

Spot on! :)

Thanks everyone!

I must haved missed the part where they give average monetary value. But i did get the part where its all relative.

Thanks everyone!

I must haved missed the part where they give average monetary value. But i did get the part where its all relative.

The 5000/1 Oblig isn`t average, it`s just an example.

I guess i just need some hard facts to get a perspective.

One thing i am often struggling with as a GM is to properly price rewards and costs.

I guess i just need some hard facts to get a perspective.

One thing i am often struggling with as a GM is to properly price rewards and costs.

If you say a number, players believe it. GM is truth,

...

At least it can work like that:p Or you can ask the players what they think! When I`m not sure of something and it isn`t absolutely important I often use the phrase "you tell me". The players can take narrative control and tell the story too:)

I guess the hard part is to get a perspective on things..

I mean.. My players love my plots. But one thing i keep struggling is the amount of money i hand out to them. Its always too much or not enough.

Oh well. At least in this game, its easy to take away money when given too much ("Greedo shows up to ask payment! ") or let things go easy when not enough (" Jabba seems more interested in going after Solo")

I guess the hard part is to get a perspective on things..

I mean.. My players love my plots. But one thing i keep struggling is the amount of money i hand out to them. Its always too much or not enough.

IMO, a good GM will always be questioning whether they’re handling some part of the job correctly.

It could be money, it could be adversaries, or whatever.

But a good GM is always going to wonder, and want to be better — That’s a key part of being a good GM.

Oh well. At least in this game, its easy to take away money when given too much ("Greedo shows up to ask payment! ") or let things go easy when not enough (" Jabba seems more interested in going after Solo")

Sounds to me like you’re doing the job of figuring it out.