I am going through my rulebook and I'm not sure what the reason for morality is. I know it's to give more fleshed out characters...but I can't find the purpose. I'm not going to be running a game that triggers morality. So if someone acts in anger and that is their weakness, do they get assessed conflict?
Morality Clarification
Yes. Essentially, any time anyone acts in a 'dark side'-ish manner, they pick up a few points of conflict, which won't necessarily, but may, lead to their morality dropping..
Demeanour/Weakness/Etc are there to give the GM some ideas for choices to put in front of the player - that's why each strength is tied to a weakness at the same time; ideally, throw in something in a session that reflects a choice a player would have to think hard about - does the compassionate arrest the criminal, knowing the black market he's running under the empire's nose will fall apart without his contacts and will lead to people quickly starving....or let him go, and let him continue to exploit and endanger the innocent people working for him? Someone's going to suffer whatever choice you make, and the 'right' choice for the party probably isn't the ethical choice for the player.
It's not just if it's your weakness - if anything, be a bit more forgiving in terms of handing out conflict to someone playing within their character's 'declared' personality. It'd be more likely to cause conflict within a person if they're acting outside their supposed demeanour - a pacifist acting out of anger, or a compassionate manipulating innocent people into danger 'for the greater good'.
Ultimately, morality as a 'score' tracks if people fall to the dark side (or redeem themselves). Mechanically, if your morality drops below.....I want to say 30?....you count as a Dark Side force user - most of the rules relating to the Force reverse - you use Dark Side pips, not light side, and need to suffer strain to do the reverse. You lose a bit of strain capacity but I think gain damage capacity, and quite a few powers change effect - you use the 'Harm' part of Heal/Harm - so your Jedi Healer now can't heal anymore but does a great line in force lightning.
By comparison, the other way (70+) is 'paragon' - if you can get your morality up that high and keep it there, you increase your strain capacity and I think you gain extra bonuses with destiny points or force powers (I forget the details).
Edited by Magnus GrendelWhile I agree with just about everything you said, to clarify on the Force powers:
Light Side users can use Harm and Unleash, and Dark Side users can use Heal and Protect. They're just less effective if you're on the 'wrong' side of the Force.
Ultimately, morality as a 'score' tracks if people fall to the dark side (or redeem themselves). Mechanically, if your morality drops below.....I want to say 30?....you count as a Dark Side force user - most of the rules relating to the Force reverse - you use Dark Side pips, not light side, and need to suffer strain to do the reverse. You lose a bit of strain capacity but I think gain damage capacity, and quite a few powers change effect - you use the 'Harm' part of Heal/Harm - so your Jedi Healer now can't heal anymore but does a great line in force lightning.
By comparison, the other way (70+) is 'paragon' - if you can get your morality up that high and keep it there, you increase your strain capacity and I think you gain extra bonuses with destiny points or force powers (I forget the details).
Darkside allows you to use Black pips to activate force powers, decreases your strain, increases your wounds, and makes you kick in a dark Dpoint at the beginning of each session.
Paragon gives you a strain boost and allows you to kick in a light Dpoint at the beginning of each session.
Like Obligation and Duty the benefits are pretty basic and intended to flavor the game, which is why you can elect to be a darksider or paragon from day one. Unlike previous systems Morality isn't really a balancer for force use, the Dpoint and strain cost already do that.