Okay, I'm going to preface this by saying that I (really,
REALLY
) don't want to get into an argument over the nature of the force, I simply want a mechanical solution. However, I feel I must give an explanation for where I'm coming from:
In my opinion, the Jedi pretty much eschewed emotion, even the "good" ones, while the Sith embraced all the "bad" ones. I have a player who wants to play a (gray side?) force user, neither light nor dark. The way I'm seeing it is as not doing away with emotion, while at the same time not "embracing her hatred" or what-not and traveling down the path to the Dark Side. I want to sort of use the Morality system, but I'm not sure how to go about it.
If we were to use the RAW Morality system, it would end up with a perverse incentive to do bad stuff and garner conflict to avoid getting too light side, so here is what I'm thinking:
For now, I'm going to ignore the standard conflict system where you gain conflict for "bad" actions, but I'm not scrapping it entirely. I'll probably come back to it.
I'm going to use 2 Morality charts: the standard one (1-100, 50 is the middle) to determine where they sit on the light-dark scale, and a custom one (1-100, 85+ means that they are centered).
For the force dice I have a(n at least slightly) broken idea. I do not have a lot of experience with the force mechanic, so I leave it to you to tell me just how broken or not it is: When the character is within the "balanced" range on the custom chart, she gets an additional force die (which does not increase Force Rating). When she drops out of that range, she looses the additional force die. When she makes a force power check, she spends pips like usual, but instead of spending only light, or only dark, she has to spend them equally. In order to spend excess pips, she has to flip a DP, suffer Strain equal to the "adopted" pips, and take "Tipping Points" on the custom morality chart which push her farther down. If she flips to use Dark Side, she takes Conflict equal to Dark Side pips spent, as per usual, but she only takes Conflict when flipping a DP to spend excess Dark Side pips.
Since she starts out as FR1, the extra die is imperative for the system to work at all, but here is some reasoning behind it from a story perspective: She meditates periodically to recover balance. When she gets the chance to do so properly, she climbs back up the custom Morality chart. Since when she is below the "balanced" range, she looses the extra die, it then becomes very hard for her to climb back up without having a chance to meditate. Said meditation also pushes her to the middle of the regular Morality chart, so that she can't be a Dark Sider and be balanced at the same time. When perfectly balanced, she'd be at 100 on the custom scale and 50 on the regular Morality chart. If she were to drop below 30 or above 70 on the RAW Morality chart, sh'ed become Dark Side or Light Side, using the standard rules for those sorts of force-wielders until she is able to balance herself again (once she reaches 85+ on the custom chart, she achieves balance).
At the end of the session, roll a d10 as per RAW to counteract both Conflict and Tipping Points.
What do you think? Again, I'm really only interested in the mechanical side of things. I know how fraught debates over how the force works can get.