There's been a few discussions as to how the morality system works and various tweaks folks think it needs. I believe the system is fine, but can be tweaked depending on what flavor you want your game to have.
As it is, I think it lends towards folks becoming paragons, unless you have players willing to dip into dark side pips fairly regularly or you are constantly having big morale quandaries. Which is fine, some players don't want to worry ok much about the anguished fall to the dark..
I want to run a game where the dark side is tempting, but if a player just wants to be a force user and wield a lightsaber and beat up bad guys, they can without having to step on eggshells.. I know at least 2 of my players are looking forward to having an internal struggle with the darkside.
I don't like a lot of house rules, but here's my simple solution. If you believe your character is drawing on the darker emotions, fear, anger, etc.. when I give you strain from threat, you can ask to get conflict instead. Since strain is kinda the "battery" of this system, it fits, cause you are likely to not do it till you are strung out, exhausted, and at the end of your emotional rope.
Thoughts?