Handing out conflict more often

By Ender07, in Game Masters

I was quite bad at this as a player , but I feel a session 0 type session should set the expectation that you are Not Jedi. You're neo-Jedi, Force users, etc and you are less in control of your emotions that the paper thin characters of the prequels. So, you're by default chaotic good and not a paladin.

I'd also point out all the times Qui-Gon got conflict (trying to mind-trick Watto, the chance cube, betting on Anakin winning a race and risking his life) and say "you're like this, only more."

Players should get that, and should constantly be oscillating their scores from 45-75.

5 hours ago, Endersai said:

I was quite bad at this as a player , but I feel a session 0 type session should set the expectation that you are Not Jedi. You're neo-Jedi, Force users, etc and you are less in control of your emotions that the paper thin characters of the prequels. So, you're by default chaotic good and not a paladin.

I'd also point out all the times Qui-Gon got conflict (trying to mind-trick Watto, the chance cube, betting on Anakin winning a race and risking his life) and say "you're like this, only more."

Players should get that, and should constantly be oscillating their scores from 45-75.

Does each player have to play like that?

6 hours ago, Endersai said:

I was quite bad at this as a player , but I feel a session 0 type session should set the expectation that you are Not Jedi. You're neo-Jedi, Force users, etc and you are less in control of your emotions that the paper thin characters of the prequels. So, you're by default chaotic good and not a paladin.

I'd also point out all the times Qui-Gon got conflict (trying to mind-trick Watto, the chance cube, betting on Anakin winning a race and risking his life) and say "you're like this, only more."

Players should get that, and should constantly be oscillating their scores from 45-75.

Thank the maker. Thank you for saying that Qui-Gon got conflict for doing those things. I'm quite certain he would have.

In my game I make it so that Positive Morality is always a GM award, with the end of session roll resulting in either staying the same or negative movement. I also use 0 as the dark side, and once they go there then it's the opposite (Dark Side Awards are the only way to progress and the characters receive conflict for demonstrating weakness or subservience). This prevents accidental Paragons and makes it so that if you are trying to be evil you won't easily inadvertently turn good. To pass back across 0 is a Redemption Process.

For the Emergent and the Exile, I think that their actions should still be reckoned. Even if you don't use the morality scale then you can figure out other ways to let them know what kind of a Light-Sider or Dark -Sider they are based on their actions.