Standard practice is for Obligation to be rolled at the start of each session, visibly, and for all players to see/witness. Frankly, I don't like running it this way, and am looking for feedback on the alternative timing and visibility of the Obligation roll.
Obligation is, to me, less of a mechanical feature of the game ("Spin the wheel and find out who gets the COMPLICATION of the session!") and more of a narrative feature -- an ability for the GM to structure character-bore plot hooks into a given session. As a GM, I find I can do a much better job of this if I know in advance what the Obligation roll result will be. It's not that I'm opposed to working it on the fly -- FFG's system requires any GM to be very nimble -- but rather that integrating session plot *and* Obligation gives the overall impression of a coherent story, rather than a series of character-specific vignettes.
This "seamless" quality of Obligation plotting raises a couple of options for me, each with advantages and drawbacks.
Alternative Option 1: Roll Obligation at the end of each session, visible to the group
I know several GMs who do this already. This one has the advantage of keeping the roll visible, and PCs knowing whether they will have a story hook in the next session. The disadvantage with this option is the same as with the RAW option: it's a bit too metagamey for my tastes. A PC will know in advance that a good portion of the session will be devoted to them, or that at least some action of theirs will serve as a hinge for the party's Obligation size. It's not a bad tradeoff for what Obligation does, which is still overall very positive for the narrative system. But it still strikes me as a bit too hyper-aware, as a mechanic.
Alternative Option 2: Roll Obligation invisibly before each session, GM-only visibility
This is my preferred option: while still keeping the party informed of their Obligation values (and the corresponding effects their actions will have on these levels), I prefer the more seamless option, that allows me as the GM to work it into the plot. I like this option because it maintains some of the suspense of not knowing what will be coming, as well as deferring one thing I've noticed PCs do, which is to "Obligation Game" scenarios that obviously relate to this mechanic. (By this I mean that they will switch gears in order to pay down their Obligation in a metagamey, rather than RP-focused way.) This option has obvious drawbacks as well: the system is not intended to work this way, and it might seem a bit too GM-Screen-y for some PCs. Obligation is already subject to some pretty mysterious mechanics (how much is gained/paid off for various actions? there's never a set measure), and this option only deepens that mystery.
I think the compromise action is likely Option 1, but as a writer/GM it's not my preference.
Thoughts, or alternative suggestions?