After a discussion about conflict in our game I have tried to hammer out some answer to conflict/morality/the dark side, but it isn't really an answer, just some thoughts. The germ of the idea came from the quote by Yoda "No, no, no. Quicker, easier, more seductive the dark side is."
Defeating evil isn't easy, it is not quick, it is not a one size fits all. The moment any action is taken that is too easily perfomed, too confidently taken, it flows towards evil. The Force is a dam, there to say "slow down and consider another path, then another, AND then act." Conflict is the mechanical means to express that concept: "Slow down, defeating Evil is not quick nor easy. Consider another way. The obvious choice, the one you want, that one is too easy, and that means it is very likely the wrong way to defeat evil." Listen to the Force. Be in relation to it, be with it, and it will be with you.
This video of Bruce Lee ( https://www.youtube.com/watch?v=4O9o4CKTGzQ ) illustrates my point: he wants the student to kick WITH him, not just perform the necessary ritual, but to be with him, to kick HIM (Bruce). And to know that this will be different than kicking "Tom". That to kick "Tom" will be a different action than to kick Bruce. The student cannot learn to kick with out learning to kick "Tom" and Bruce and __, and __, and...... Which means the student will never stop learning to kick. Never rest will the student be able to, always someone new to "kick".
This concept of morality/defeating evil is different than performing rituals/rules, it is dancing, not for others, but with each other, and each dance is different. The just response in one situation will not be the just response in the next. True justice then requires that we approach each case/person/event as one we have never seen, because the truth is we haven't "served justice" to that person/case/event before (and that is not the normal way we react, usually we form patterns and react to those patterns, not the people we are with.)
My take on Conflict/Morality/The Force
Choosing the simple solution is dark side? So KISS is a Sith philosophy?
14 minutes ago, HappyDaze said:Choosing the simple solution is dark side? So KISS is a Sith philosophy?
Happy brings up a good point: good will often be the harder path, but it's not good because it's harder, it just tends to be harder because it's good. Technically, murdering all the sapients in the galaxy would be really hard, but it's not good because of that.
2 hours ago, damiller said:This concept of morality/defeating evil is different than performing rituals/rules, it is dancing, not for others, but with each other, and each dance is different. The just response in one situation will not be the just response in the next. True justice then requires that we approach each case/person/event as one we have never seen, because the truth is we haven't "served justice" to that person/case/event before (and that is not the normal way we react, usually we form patterns and react to those patterns, not the people we are with.)
This is definitely on point. We form laws and courts and a justice system to approximate this, but when it comes to personal morality you really do have to evaluate things on a case by case basis.
However, you need to realize that Conflict is not a punishment, nor is it meant as a "you done goofed." It's meant to represent a real struggle in your psyche in reaction to doing (or experiencing) things that unsettle it. For instance, take getting brought back to life via use of the Harm Force power (i.e., killing someone and then using that life energy to bring another recently deceased person back from the dead). Both the "healer" and the resurrected take 7 Conflict. Even though the resurrected person might have been wholly against the idea, they take Conflict all the same. They also take Conflict if they roll poorly on a Fear check. These are not the results of evil decisions, but rather just the natural effects of what they have experienced in their soul. Having these things happen to you is to be expected, and it's the reason you roll the 1d10 at the end of the session you gained (or had a chance to gain) Conflict in. One or two Conflict will not impact your score heavily, but if you keep slippy sliding down that slope...
As a corollary to the "Conflict is not punishment" train of thought, you have to keep dilemmas in mind. Cases where a character has to choose between "good" and "less good." Save a slave boy who might be the Chosen one, even if it means separating him from a loving mother? Lie about where your Rebel base is (on another populated planet, no less!) to save your own? Assassinate the Chancellor of the Republic because he's a Sith? (or the leader of the Separatists because of the same?) A lot of those decisions involve doing pretty Conflicting actions, but the alternative is worse and may award MORE Conflict.
Edited by Benjan MerunaIt's also common for the most complicated of plans to be the domain of evil-doers rather than heroes. Typically doing good is portrayed as being uncomplicated even if difficult, but it certainly doesn't have to be difficult.
There is a certain thought I considered about Conflict in this game, regarding how to view it.
It's not a punishment as @Benjan Meruna noted. The game actually says it is awarded.
Besides that phrasing, Conflict is a story-telling device.
Look at all three of the Core games' unique mechanics.
Obligation tells the story of the trouble you have with your life & what you do to resolve or worsen the situation.
Duty tells the story of your rise within the ranks of the Rebellion (or Republic or Empire or Resistance or First Order, whichever point in the timeline you are using).
Morality tells the story of your journey as a Force Sensitive being.
The entire point of these game mechanics is to empower the Players and the GM to tell fun, engaging stories about the characters & setting. View them as a tool to tell a fun, exciting story. Don't view Conflict as a punishment or a consequence.
Han Solo without a Debt to Jabba the Hutt would just seem like a greedy son of a gun for wanting a reward.
Lando Calrissian without owning Cloud City would be a traitorous jerk because he'd only be protecting his own hide, not that of countless thousands.
Leia without a rise in power & prominence in the Rebellion would be a former Princess who is really bossy.
Luke without a struggle with the dark side wouldn't really have a character arc.
My players have begun asking for Discipline checks and things, actively invoking the Comflict mechanic with their rp (when they rp fear, or anger, etc.).
f you don't treat it like "you did something bad" (as mentioned above) it can become a hallmark in play for committed rp and a tool for character development rather than a punishment mechanic.
5 hours ago, HappyDaze said:Choosing the simple solution is dark side? So KISS is a Sith philosophy?
That would explain the Sith tattoos. (yes I know you mean the acronym).
7 hours ago, damiller said:After a discussion about conflict in our game I have tried to hammer out some answer to conflict/morality/the dark side, but it isn't really an answer, just some thoughts. The germ of the idea came from the quote by Yoda "No, no, no. Quicker, easier, more seductive the dark side is."
Defeating evil isn't easy, it is not quick, it is not a one size fits all. The moment any action is taken that is too easily perfomed, too confidently taken, it flows towards evil. The Force is a dam, there to say "slow down and consider another path, then another, AND then act." Conflict is the mechanical means to express that concept: "Slow down, defeating Evil is not quick nor easy. Consider another way. The obvious choice, the one you want, that one is too easy, and that means it is very likely the wrong way to defeat evil." Listen to the Force. Be in relation to it, be with it, and it will be with you.
This video of Bruce Lee ( https://www.youtube.com/watch?v=4O9o4CKTGzQ ) illustrates my point: he wants the student to kick WITH him, not just perform the necessary ritual, but to be with him, to kick HIM (Bruce). And to know that this will be different than kicking "Tom". That to kick "Tom" will be a different action than to kick Bruce. The student cannot learn to kick with out learning to kick "Tom" and Bruce and __, and __, and...... Which means the student will never stop learning to kick. Never rest will the student be able to, always someone new to "kick".
This concept of morality/defeating evil is different than performing rituals/rules, it is dancing, not for others, but with each other, and each dance is different. The just response in one situation will not be the just response in the next. True justice then requires that we approach each case/person/event as one we have never seen, because the truth is we haven't "served justice" to that person/case/event before (and that is not the normal way we react, usually we form patterns and react to those patterns, not the people we are with.)
This is more or less already kind of implied in Star Wars lore as a whole, and even in Force and Destiny itself regarding Dark Side users and the results of Dark/Light side pips on a Force Dice. Simply put; the dark side is the easy path with a hard crash. Whereas the light side is tempered growth. Its the difference between being an alcoholic and partaking in a pint every few days or so. Self-control is more or less the primary distinction between the Light and the Dark.
6 hours ago, HappyDaze said:It's also common for the most complicated of plans to be the domain of evil-doers rather than heroes. Typically doing good is portrayed as being uncomplicated even if difficult, but it certainly doesn't have to be difficult.
So "Heroes use Indy Ploys and Batman Gambits, while Villains use Xanatos Gambit or Xanatos Roulette?" ![]()