Obligation and adding a new player

By RLogue177, in Star Wars: Edge of the Empire RPG

So Obligation is set for three players (15 points each). Each player then maxes out their additional Obligation with bonuses to XP and credits (+15 Obligation each). So Obligation for the group is at 90 with each player having 30 Obligation each.

A few sessions in, a fourth player wants to join. How do you adjust Obligation?

Looking at the chart, four players would have a starting Obligation of 10 each (with a potential +10 additional).

Do you have the fourth player come in with 15 (+15), which would make the group's total from 105-120, depending on new guy's choices?

Do you adjust everyone's Obligation down to 10 each because the chart says 4 @ 10? If so, then the original three players in retrospect got to "over spend" their additional starting Obligation. If that's the case, then it would only be fair to let the fourth player have up to +15 additional Obligation too, yeah? Then the group's total is from 85-100, depending on new guy's choices.

I would let new player start the same as everyone else. Be sure yo let the group know about breaking 100, and just find good story reason for new character. Or put a new plot hook in that would decrease the groups obligation the same or session after new character is introduced

I would let new player start the same as everyone else. Be sure yo let the group know about breaking 100, and just find good story reason for new character. Or put a new plot hook in that would decrease the groups obligation the same or session after new character is introduced

I pretty much agree with this, but absolutely do not allow your long-time players to pressure the new player into lowering their starting obligation. encourage the new player to take as much obligation as they want and can, and the first session allow the group to lower their collective obligation in some way.

I don't think some GMs are aggressive enough working Obligation in their sessions. I get the impression some people just sit on their starting Obligations for months and months. I like to create opportunities to add and remove it every session. It can be a bit challenging at times but fortunately my guys have a pretty broad set of issues, so it's not too hard to take some away, and I freely add it.

I don't think some GMs are aggressive enough working Obligation in their sessions. I get the impression some people just sit on their starting Obligations for months and months. I like to create opportunities to add and remove it every session. It can be a bit challenging at times but fortunately my guys have a pretty broad set of issues, so it's not too hard to take some away, and I freely add it.

I tend to apply pressure so that they WANT to deal with it. If a bounty obligation comes up, there will be bounty hunters. If it's doubles, there are competing teams of hunters and you better run. If a debt obligation comes up, they're offered a crummy way to square some of it with their debtor for some favors. If it's doubles, the Banking Clan's idea of hailfire droids isn't out of the question.

Then players feel like it's urgent and important.