I have been reading all the forum topics on Morality and Conflict and have begun to think that this is one piece of the system I don't want to engage with as a GM. However, I do feel that a Force User's struggle against the Dark Side is an important part of the Star Wars universe, so I still want to represent that struggle somehow within the framework of the game. (While at the same time, I don't really want to play with "fallen" characters - it's the STRUGGLE AGAINST this fall that's interesting to me.)
With that in mind, I also prefer to run games for players who run characters that lean toward "good" as society generally perceives it (i.e.: Murder is bad, Theft is bad, etc. etc.). In this context, "good" can change based on the societal norms in the game, but we're looking at Star Wars right now.
So I've come up with a first draft of a house rule (using the existing skill check mechanic) that I think could represent the struggle against the Dark Side of the Force.
Thanks for reading! Feedback is appreciated!
TEMPTATION
Each character with a Force Rating must track how many Dark Side Force Points they have used (cumulative across all sessions). This is the character's Dark Side Rating. (DSR may never be less than zero.)
At the beginning of each session, after Destiny Points are rolled, any character with a Force Rating must roll their Discipline versus their Dark Side Temptation.
The difficulty for their Dark Side Temptation is made up of the character's Force Rating and the character's Dark Side Rating (ie: as in a skill check).
Results may be spent as follows;
SUCCESS = Character adds 1 Light Side Destiny Token for the session
1 Advantage = Character can increase their Strain Threshold by 1 for the session
2 Advantage = Character can add 1 Boost Die to all Skill checks for the session
3 Advantage or 1 Triumph = Character can reduce their Dark Side Rating by 1
FAILURE = Character flips 1 available Light Side Destiny Token to the Dark Side for the session
1 Threat = Character reduces their Strain Threshold by 1 and increases their Wound Threshold by 1 for the session
2 Threat = Character adds 1 Setback Die to all Skill checks for the session
3 Threat or 1 Despair = Character increases their Dark Side Rating by 1
2 Despair = Character finds it easier to access Dark Side Force Points this session; using a light side point causes 1 Strain and requires that a Light Side Destiny token by flipped over to the Dark Side. Using Dark Side Force Points causes no strain and requires no Destiny Token to be flipped; however, each Dark Side Point used during the session still increases the character's Dark Side Rating.
3 Threat or 1 Despair = Character finds it easier to access Dark Side Force Points this session; using a light side point causes 1 Strain and requires that a Light Side Destiny token by flipped over to the Dark Side. Using Dark Side Force Points causes no strain and requires no Destiny Token to be flipped; however, each Dark Side Point used during the session still increases the character's Dark Side Rating.
2 Despair = Character increases their Dark Side Rating by 1
At any time, a player may decide that their character has fallen to temptation and "retire" their PC to the Dark Side (i.e.: the character becomes an NPC) - this would likely be due to the character having too high a Dark Side Rating for the player to be happy with.
Note: "Redemption" can be modeled by the slow process of reducing the character's Dark Side Rating.
- Whenever a character would accrue Conflict from an action, add a Setback Die to their next Temptation Check.
- Whenever a character performs a "good" action (something opposite to one that would accrue Conflict), add a Boost Die to their next Temptation Check.
edit: changed Failure chart, added thoughts on evil/good narrative actions.
Edited by admuttAdditions to original post