20 hours ago, emsquared said:This makes no sense to me.
The dice roll is literally the only thing that keeps the Morality system from being: "You (player) decide exactly when and if you are Light or Darkside." ie It's what keeps it from being a meaningless metacurrency to track until you get where you want to go. If you don't use the die roll, youmight as well handle Morality 100% narratively - which don't get me wrong, that is the second best way to handle Morality - but to say the die roll is what ruins the vanilla Morality system is nonsense.
So long as you are giving your PCs opportunities to use the Force and have it accomplish fantastic things, using the Fear mechanics, and paying some attention to that Table 9-2 Conflict Penalties (and creating situations and conflicts that favor those Actions as "the easy way"), the vanilla Morality system actually works very well.
I have player that ask for Conflict, that remind me of their Moral Weaknesses, that - wait for it - willingly Engage the Morality system because it's a fun way to explore the struggle of a Force User.
Just ask them to do so. Tell them (and show them) that they can trust you with their PCs story, and that the Morality system isn't a whip, but a carrot, for fun rp. It works quite well.
Given in this system there is very little mechanical difference between being light or dark side the entire thing is a worthless mechanic. In Saga edition as an example being dark side opened up the possibility for several new classes, force powers, abilities, light saber crystals or the like. In this if I want to be a light sider who mangles everything with force lightening I can and there's nothing a GM can really do to stop it aside hope a few dice rolls are crap. I think there was a thread here a year or so ago which demonstrated my point with this system, one of the PCs for fun/experimentation decided to go murder hobo, rolled really well all the time and ended up a light side paragon while slaughtering their way across the galaxy.
On the topic of fear, if memory serves fear can be resisted so if one throws enough dice at a problem it will go away. It works well to about 400 XP in my experience.