Morality and the FS Exile

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

I've searched this forum, I would say, rather extensively and did not find anything addressing this, but if it's out there and I just missed it, I apologize profusely for what I guess is a repeat post.

I do have specific reasons for asking, but don't want to subject you all to the drawn out details unless required. The short version is:

Would you initiate the FnD Morality system for a FS Exile, in what has started as an Edge game (though having characters from at least Edge and AoR - ulimately the FS Exile will progress...but it will be a while - he's an Edge Mechanic who picked up FS Exile at creation)?

I do know, in the end, it's my decision as GM, I'm just looking for some peer opinions.

Thanks much

I think it's entirely reasonable to do so, yes. Morality is tracked individually, so it's very feasible to do this and develop the roleplaying consequences.

I have a FS Exile in my campaign and do NOT use the Morality system to track his Light-Dark status, but just keep everything narrative. But you could just as easily use the Morality system in that place.

The trick, of course, is that you don't want to lose the Obligation mechanic, but keep it alongside Morality. The two systems play along pretty well, all things considered.

I have this exact situation going on.

We utilize pretty much all books but for all intents and purposes it is most close to an Edge game.

The Archaeologist is also a Force Sensitive Exile and I imposed the Morality system on him.

Mechanically it works perfectly fine in tandem with Obligation (or Duty for that matter if you're on a AoR campaign)

Have the player pick an obligation as normal and let him choose his bonus XP or Credits during character creation based on that obligation.

Then just slap a starting Morality value on top (but without any of the potential starting bonuses) and track them seperately.

Of course you could just keep his goodness and evilness narratively like GreyMatter.

Wich I might end up doing too, because the Morality Mechanic itselft kinda confuses me.

It seems inherently contradictory since the only way to gain Morality (aka good boy points) is to actually do (intended or not) evil stuff (if you go off the recomended conflict values in the FnD CRB), wich is either kinda dumb or I missed something major in that whole morality/conflict chapter.

Edited by RicoD

I have this exact situation going on.

We utilize pretty much all books but for all intents and purposes it is most close to an Edge game.

The Archaeologist is also a Force Sensitive Exile and I imposed the Morality system on him.

Mechanically it works perfectly fine in tandem with Obligation (or Duty for that matter if you're on a AoR campaign)

Have the player pick an obligation as normal and let him choose his bonus XP or Credits during character creation based on that obligation.

Then just slap a starting Morality value on top (but without any of the potential starting bonuses) and track them seperately.

Of course you could just keep his goodness and evilness narratively like GreyMatter.

Wich I might end up doing too, because the Morality Mechanic itselft kinda confuses me.

It seems inherently contradictory since the only way to gain Morality (aka good boy points) is to actually do (intended or not) evil stuff (if you go off the recomended conflict values in the FnD CRB), wich is either kinda dumb or I missed something major in that whole morality/conflict chapter.

Actualy, you are misreading it somewhat. The way to gain (or lose) morality is to be faced with choices which require you to choose between adhering to your moral strengths or giving into your more weaknesses, or doing what is right or doing evil. In other words, putting them in situation where there is the potential for earning "conflict" points. If they make the right choice, no conflict points. The fewer the conflict points gained within a session, the more likely it is that their morality will go up.

I wouldn't because I didn't. I told the player that he can choose freely from all the AoR and EotE Force stuff; no real ethical repercussions. Take any one thing from FaD, and there will be Morality. It has deterred him so far.

Our game is based in EotE (because when we started our campaign that was the only line that existed). One of our players scrapped her character to make a new one and made a Sentinel. Our GM imposed the Morality system on her, but she also has Obligation like everyone else. It works out okay, it's just an extra something associated with her character.

We did used to have a player with the Force Sensitive Exile specialization, and never imposed Morality on him. But then again there was no such thing as Morality back then.

Personally, I would say it depends on how deep into the tree the player goes. If the player just wants his character to have some sensitivity to the Force on top of his regular stuff it's not a big deal. But if he goes deep into the tree and makes that the main focus of his character, then I'd consider it. The more he wants to embrace and use the Force, the more the Force has an effect on him (either Dark or Light).

The short answer is... yes. Once you "become" Force sensitive, the Force is watching you to see how you act, if you're going to be a good witch, or a bad witch.

The longer answer is... if it fits your campaign to do so, then do so. If your campaign is primarily an Edge of the Empire sort, then you may not feel like you want to run stories that play on morality or intricately deal with what the Force thinks of you. In this case, you could play it more loosey-goosey. "Gosh, Bob is murdering people again and he sure does use a lot of Dark Side Force pips... I think he's probably past the point of no return, or close to it." And for your campaign, that might be good enough.

Consider other sorts of campaigns. We might have one where everyone is in the Rebellion, but they operate outside of normal protocols. In this game, we might track Obligation instead of Duty. Or you might have an elite team of Force Sensitive agents of the rebellion running the blackest black ops missions for General So-And-So (he's a Nemoidian and really hates when they tease him about his name) who doesn't care how the job gets done as long as it gets done. In this game you might not care about Morality, but you want to track Duty.

If themes of morality, and the struggle between good and evil, and justice and such is part of the story of your campaign, then you should track Morality. Heck, you could track everyone's Morality in a campaign if those themes were major enough. If those are not themes of your game, then what's some number between 1 and 100? Track it more loosey-goosey, or not bother with it at all.

Edited by RLogue177

In terms of the FS Exile himself, he picked up the spec with some stipulations; I would let him progress up the talent tree, but not take powers until he learned what the Force is, got a teacher, or holocron, or other way of discovering exactly what he was dealing with (he will get one of these or a path to one of these (it is planned) perhaps not immediately, but soon enough. When he created, he specified that he just "got lucky" sometimes, or "got feelings", so I ran with it. I also figured I would not make him take morality until he also got to the point of formal/semi-formal instruction, because he would understand the implications of it more clearly. In the interim, he's indulged in his greed and is now part of a debate with the rest of his party over whether or not to outright murder a prisoner. That prisoner is the former owner of the ship they are using, having first hijacked the ship practically out from under him. The prisoner is a BH/Slaver, but he is unarmed, defeated, kept in binders defenseless (the whole nine). His attitude toward this outright murder is quite flippant - thus I'm kind of reconsidering my earlier disregard of the Morality. I do not however, want to impose it on him like a punishment after having allowed him his free-range thus far, that seems too arbitrary I think and a misuse of the game mechanic. I am keeping track of his actions as a sidebar, so that while he may think he is getting away with something, at some point there will be a narrative reckoning. I just wonder if I made a mistake initially and if I should correct it in the future, thus my original question. Thanks very much all for your replies thus far, they've certainly helped clear my thoughts.

Does it fit your campaign? Do you and this Player want to role play the PC's internal struggles with doing bad things for good reasons or good things for bad reasons?

If your answer to that simple question is Yes, then use morality. If it is No, then the standard EotE rules will be fine.

....with one caveat: if the PC is constantly doing bad things I would have a chat with the Player and suggest he start using the Force as a Dark Side character. It will fit his character better. I would never stop him from doing those bad things, or take his character away because "its Evil now", this system is designed to allow Dark Side PC's. It again comes down to how it fits into the overall group and campaign.

TBH I would do the following with how you have handled it so far.

1) continue to keep track of how he acts & let him know you are doing so.

2) Tell him that there will be a point in the future where the morality system will be introduced.

3) Decide when that is. getting a mentor or Force Power, gaining that second force dice.

4) When that point arrives use the former actions track as his "start point" on the morality scale. ie does bad sometimes, has killed but not a complete murder hobo...probably 35-40 on the scale.

I wouldn't say that obtaining a Force power is an automatic 'morality starts now' point, especially if the character's shtick is that they just get funny feelings or seem to be lucky some of the time - with that theme it'd be pretty natural to feel your way into developing intuitive powers like the Sense or Seek (among others) without implicating any of the deeper meaning stuff from F&D.

Likewise, if the character's Force-related aspects are more of a sideline than their central shtick, morality isn't really suited to the scenario or to the character - especially if they don't actually care about it, at which point being light or dark side is really just a matter of 'which color pips do you want to use?'

Edited by Garran

One thing to keep in mind morality is a powerful tool you can use to keep excesses in check. Keep the morality chart handy consider what is on it.

I wouldn't say that obtaining a Force power is an automatic 'morality starts now' point, especially if the character's shtick is that they just get funny feelings or seem to be lucky some of the time - with that theme it'd be pretty natural to feel your way into developing intuitive powers like the Sense or Seek (among others) without implicating any of the deeper meaning stuff from F&D.

Likewise, if the character's Force-related aspects are more of a sideline than their central shtick, morality isn't really suited to the scenario or to the character - especially if they don't actually care about it, at which point being light or dark side is really just a matter of 'which color pips do you want to use?'

Oh I agree. The "gating", if you will, of force powers was based on his character not really knowing what the Force is. To reflect this he would need some kind of instruction (via mentor or holocron) in order to get to that point. I do however, see how the powers you mentioned could manifest more naturally or spontaneously. He has expressed oocly a great desire to mainly, at some point, have his Force using side overtake his "Edge" origins. So while he's started out as "just getting feelings', I know he wants to progress into the deeper FnD stuff. If it were going to stay as surface FS as he began and you describe, I would probably just let things continue as they have been up to this point.

TBH I would do the following with how you have handled it so far.

1) continue to keep track of how he acts & let him know you are doing so.

2) Tell him that there will be a point in the future where the morality system will be introduced.

3) Decide when that is. getting a mentor or Force Power, gaining that second force dice.

4) When that point arrives use the former actions track as his "start point" on the morality scale. ie does bad sometimes, has killed but not a complete murder hobo...probably 35-40 on the scale.

I really like this idea, and most of it is already in place, it will just take a conversation to implement.