GM Opinions Requested on Obligation Addiction; "Jump Start."

By Mark Caliber, in Game Masters

OKay here's the root question.

Here's the raw question: HOW much of an obligation? 10 Points or 15 Points? (I know it seems to be a pretty binary option so now the details).

So I'm toying with a character concept and I keep coming back to the obligation of addiction for this character and the more I ponder it, the more I'm intrigued by this obligation for this character.

IRL, my knowledge of addiction is purely academic (except for my video gaming addiction, but I digress), so I'm struggling with how difficult this obligation would be (mechanically).

In addition, I invented a new SW drug; "Jump Start."

Let's start with that first.

“Jump Start” is a relatively cheap stimulant (Cr5 per dose, used daily). Short term its a great way to knock off the fog of waking; (bfor any one time use to all traits for 1 hour). Occasional use (once or twice a month) isn't harmful but with long term use of it is physically and emotionally addictive. Long term users receive no benefit but suffer withdrawals if not taken daily (lethargy, inattentiveness, irritable moods) causing bbb for weeks to all skill and trait rolls until the addict's system purges Jump Start. A dose will negate the the withdrawal symptoms and penalties for a day but start the drying out process all over. Jump Start can be readily available, but its a restricted substance on most worlds.

I have fifteen points of obligation that I'm trying to satisfy (and I could shoehorn in a 5 point obligation easily) but the more I think about the effects of this obligation, I'm thinking that this might satisfy my total budget of a 15 point obligation.

So fellow GM's, what say ye? 10 Points or 15 Points?

Yes, I'll definitely speak to my GM about this too, but your opinion will be much appreciated and would help my GM in this decision.

Thank you for your help in advance.

And yes, feel free to steal this idea.

Three boosts to all rolls? I'm guessing you meant three setbacks.

Maybe start off at 5 pts for 1 setback die if they can't obtain a fix following some event that provokes this.

If they prove able to cope then increase accordingly as long as they provide a plot reason for the dependency for example they become adrenalin junkies and can't cope with the inactivity during hyperspace jumps?

I'm saying this because they might find this hard to cope with so a little testing the waters will help in case they decide later they made a mistake.

Hope that helps!

I think you are making that very easy on yourself there. If a player came to me with that I would tell him that "Jump Start" costs at least 100 credits per dose and is not "readily available". If you are going to use the obligation system at all there should be a point to it. 15 obligation's worth of bonuses for this is rather silly. That withdrawal should be upgrading checks as well as adding setbacks. Essentially, it kind of sounds like your proposing that your 15 obligation is that you character gets cranky without his coffee. I would allow a base 5 oblgation for what you described purely because other players will have much harder issues in their backgrounds and obligations than this.

Three boosts to all rolls? I'm guessing you meant three setbacks.

Head smack. I thought the three black squares would be visible. Apparently the forum auto deleted those on publication. <sigh>

So yeah. Three setback dice.

Essentially, it kind of sounds like your proposing that your 15 obligation is that you character gets cranky without his coffee. . .

Wait, you're saying Coffee Addiction isn't a 15 point "disadvantage?" ;)

By itself it might not be much of an obligation since it's something that can be dealt with relatively easily. If, on the other hand, it ties in to other background elements - the character owes a few favors as a result of their addiction (maybe a 'friend' arranged permits so that the PC can get or travel with the stuff without raising eyebrows), then it's more of a hook.

The Obligation is for when you're not taking it. So long as you're taking it, you're already paying the cost--in credits and in debilitating effects. If you want to skip those, then the Obligation can come up. You decide how it manifests. Is your Obligation (Addiction) maintained by going to support groups, or by having to cooperate with a seedy doctor that helps you with your DTs, or by another method of your choosing?

Essentially, it kind of sounds like your proposing that your 15 obligation is that you character gets cranky without his coffee. . .

Wait, you're saying Coffee Addiction isn't a 15 point "disadvantage?" ;)

I don't think it's a matter of the obligation value requiring a greater disadvantage. Most obligations don't even have an in-game effect unless triggered at the start of the session. A higher value mostly increases the odds of an obligation being triggered, which then lowers everyone's strain threshold, especially the addict himself/herself.

It also sounds like this is a more hardcore stimulant than coffee.

I don't think it's a matter of the obligation value requiring a greater disadvantage. Most obligations don't even have an in-game effect unless triggered at the start of the session. A higher value mostly increases the odds of an obligation being triggered, which then lowers everyone's strain threshold, especially the addict himself/herself.

It also sounds like this is a more hardcore stimulant than coffee.

I suppose it comes down to how I handle obligation in my games. I prefer them to be less of an arbtrary thing that could be randomly triggered and more of an active concern. I try to incorporate it into my writing as a way to encourage roleplay and to engage player character flaws. that means if I'm not rolling obligation in the same way I need to be treating it differently. high obligation needs to have its own "costs". I try to use obligation score a measure of how deep in trouble the PC is. Hence why in my view a cheap minor stimulant addiction wouldn't rate high, whereas a crippling glitterstim habit would rate about 15.

Obligation aspect aside, I like the idea of a stronger (and potentially addictive) "energy drink" floating around out there in the galaxy.

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Obligation aspect aside, I like the idea of a stronger (and potentially addictive) "energy drink" floating around out there in the galaxy.

Just make sure to mix it with plenty of alcohol, and other recreational pharmaceuticals. ;)

I chose a gambling for my PCs Obligation. Then later Googled Gambling Addiction as background info... tbh it was quite educational for rp'ing purposes and certainly helps in game if it comes up on the Group Obroll.

It needs to be tough, not a 'nice' thing in the PCs life. In the town where I live I spotted a guy walking down the street when I was taking my kids to school one day. After a few more 'spots' I realised it was a drinking buddy from 20+ years ago I'd lost touch with.... he was a recovering alcoholic and drug addict. Basically, he looks like a skeleton with a skin graft. I don't know the circumstances regarding the last 20 years of his life, but he looks awful, grey skin, aged beyond his years etc. Both shocking and sad TBH.

Edited by ExpandingUniverse

Obligation aspect aside, I like the idea of a stronger (and potentially addictive) "energy drink" floating around out there in the galaxy.

Just make sure to mix it with plenty of alcohol, and other recreational pharmaceuticals. ;)

The only thing I mix is Jack & Coke,,, vodka? Neat please, over ice ;)