So, we're just about to take our new campaign into a classic Rebels vs Empire setting, something we've not done in ages and ages. And I have the basics of duty down no problem: do good things for the alliance, get more points. Hit 100 points, go up one more tier. It's a good thing that benefits the players instead of negative like Obligation. Easy peasy.
It's the specifics that I'm fuzzy on.
Like, for example, how much do you (roughly) get in a game? Lets say that the players sneak into a base, steal some troop movements, blow up the hanger full of TIE fighters and slip away. Five duty? Ten? What is reasonable?
And there's probably some kind of sliding scale, isn't there? Blowing up an asteroid listening base will be a whole lot less than blowing up a Death Star, I would think. Would a completely personal mission, something that doesn't involve the Empire or benefit the Alliance (say, saving a friend from the clutches of a Hutt) would probably be worth zero?
Any other thoughts or insights about how to run Duty? How does it work at your table?
(Also: heh-heh. He said 'duty')