16 minutes ago, HappyDaze said:As an example of the off-stage exchanges:
- Having an NPC slicer clean the credits might be done in exchange for Favor (possibly turning to Blackmail if the PCs cross the slicer).
- Having an NPC make a formal apology to the Hutt for a "misunderstanding" might allow them to wash the issue away in exchange for Favor or Debt.
Things done on-stage result directly in complications that are part of the active story, not Obligations. However, if the group doesn't want to deal with them in the active story, then it's OK to say "We can either play out the issue or you can take Bounty X to put the whole thing on the back-burner until it comes up again later." Note that playing out the issue should offer a chance to reduce the Obligation even if it doesn't resolve the issue (after dealing with the consequences to some degree on-stage , the Obligation value should go down). This is because Obligation is a narrative currency used by the players not by the characters .
In my mind, Obligations are a perfectly acceptable consequence of on-screen action. Given there must be consensus for accepting new Obligation, it is dead simple to say, "yes, you may certainly steal that briefcase full of credits, but know that the consequence is a 10-point Obligation involving an angry Hutt." I can appreciate your view on the matter, and far be it for me to tell anyone how to play the game at their table. I don't relish having to maintain a separate list of pseudo-Obligations when there's already a mechanic that works well enough for me. And it plays out well at the table - if we don't roll it, it doesn't come up that session. If it does, well, they knew this day was coming. I see this fitting quite well into the concept of narrative currency being players' and not characters' resource.