Issue: How do you, as a GM, narrate the result of the group's Duty roll - to weave it into the play session in a sensical fashion.
After wrapping up a 3-year EotE campaign, our play group is rolling up new characters for an AOR campaign. As we make the switch, we are shifting gears from incorporating Obligation to weaving Duty into our characters and the story.
We understand that, unlike Obligation and seeking ways to reduce it, Duty is a "good thing" that players want to seek opportunity to INCREASE over time. Both for the benefits of hitting the 100 threshold for the group and for the per-session benefits if the dice roll triggers someone's Duty.
What we DON'T fully grasp yet is how that Duty roll "looks" in a session's storyline. For instance, if I roll the EotE group Obligation (I traditionally do so at the END of session to give myself a week to think) and someone's triggers, I will create a narrative element where something (or someone) from a character's backstory or personal story arc appears in the planned session storyline - which creates anxiety for that character, etc ... which in turn is mechanically represented by a temporarily lowered strain threshold for that PC and his companions. It also reminds the PC about this lingering thing hanging over his head and to look for ways to free himself of it. That is how we have played Obligation and it generally works very smoothly in our storytelling.
But what does Duty "look like" in AOR? Two things we are trying to interpret from the RAW:
(1) Does a "successful" Duty roll call for an alteration in the session story line, to highlight that aspect of a particular character? As I think about it, I DON'T think that rolling a "Combat Victory" duty result would trigger a combat encounter to be woven into the planned session. The way I see it, if CV is rolled, and a combat encounter is added, that PC will likely earn MORE points in CV duty, which marginally increases its chance to be rolled the NEXT time. All of a sudden, there is this snowball effect (potentially) as one character's duty starts to gradually dominate the group session after session until they hit 100 and the group score resets.
(2) What does the temporary increase in wound threshold "look like" in game? How do the PC's experience that in a narrative (not mechanical) fashion? Is it as simple as someone recalls how awesome they are doing in their contribution to the Rebellion (their Duty is rolled) and suddenly the whole group feels empowered b/c one person is feeling good about themselves???
Bottomline: we get how Duty works mechanically. But we have really embraced the "collaborative storytelling" aspect of FFG SW (and other games for that matter), and we want to understand how to narrate the Duty roll in a way that smoothly incorporates it into the group story for that session without looking like a potentially awkward game mechanic inject.
Thanks in advance!
GM Khyrith