Despite being the most straight forward mechanic, I have found myself and heard from others that Duty is the least compelling and hardest to implement of the three mechanics (with Obligation being the most compelling and easiest to implement). While I can't really do anything about the former issue, I figured I'd throw my two cents out there on the latter. Especially as I have been trying to improve my own Duty-focused game, and it's always good to get feedback from others.
First, my guidance for the RAW. RAW is quite light on details for how to implement, which I think is a double-edged sword. On the one hand, it means there's no "one right way" to do things and leaves it up to the GM's judgement. On the other hand, it means there's no "one right way" to do things and leaves it up to the GM's judgement.
So, here's my attempt at a system for implementation, sticking strictly to the RAW:
Assign a base amount of Duty for the mission, and the nature of the Duty (i.e. "Combat Victory"). Upon successful completion, this is awarded to each player.
This is for a single-session one-off mission, but it should be pretty easy to extrapolate for whatever length necessary, especially if you simply multiply the suggestions by the number of sessions.
- 2 players: 4 (6)
- 3 players: 3 (4)
- 4-5 players: 2 (3)
- 6+ players: 1 (2)
All depends on how quickly you want them to advance. The first set of numbers is my suggestion and comes out to ~8 per, the second comes out to ~12 per (though I'd be prepared for a total as high as ~12/~18 once the modifiers are taken into consideration).
At the beginning of the session, the amount of Duty a player earns looks like this: Base*0. The modifier will increase (hopefully) over the course of the session.
These modifiers are contingent on the mission being successful:
Increase the modifier for all players by 1.
If a PC's Duty is the same as the nature of the mission (i.e. "Combat Victory"), increase the PC's modifier by 1.
If a PC's Duty was triggered by the Duty Check at the beginning of the session, increase the PC's modifier by 1.
These modifiers are not contingent on the mission:
If a PCs Duty is triggered by the Duty Check at the beginning of the session, and the PC successfully activates that Duty during the course of the session, increase the PC's modifier by 1.
If a PCs Duty is not triggered by the Duty Check at the beginning of the session, but the PC finds and takes an opportunity to activate that Duty (doing so successfully), increase the PC's modifier by 1.
So at a maximum, a PC's Duty is the same as the nature of the mission, it triggers, they successfully activate it, and they succeed at the mission, they would have a modifier of 4. So with a base of 2 Duty, that would mean they score 8 Duty at a max for a single player in a party of 4 players.
However, a player is unlikely to have a modifier of more than 2.
As for alternate methods:
1. Instead of gaining Duty and dealing with Contribution ranks, everyone has a single Duty value that only changes temporarily, based on the nature of the mission:
- 2 players: 20 (30) Duty
- 3 players: 15 (20) Duty
- 4-5 players: 10 (15) Duty
- 6+ players: 5 (10) Duty
- Total: ~40 (~60) Duty
Most likely, at least one Duty will be applicable to the mission at hand, so the chance of triggering will most often be either ~50% or ~70%. I suggest that you go with the total of around 40, but perhaps you decide to graduate the PCs to ~60 after a while. It all depends on how often you want their Duty triggering
For each mission, assign a "nature" like I suggest for RAW (i.e. "Combat Victory"). Each PC that has that Duty doubles their Duty value before the Duty Check, making it more likely that their Duty will trigger. (think of it like this: PC has the Duty Combat Victory. This mission calls for storming an Imperial shield generator so that they can get air support. Since this player has been through this wringer before, they know the ropes and are more confident, bolstering the rest of the team as well with their "been there, done that" attitude)
As for getting gear/credits, just give them some stuff every so often. Be that new gear they need for a mission that they then get to keep, or rewards for completing certain missions or arcs. Credits are the most versatile reward, and are easier to narratively justify.
2. Do away with individual Duty entirely, but maintain the rest of the structure.
Start with 35 Duty, award a base value of Duty per mission (10). If Duty triggers from the Duty check, double. Since you are doing away with individual Duty, you are also doing away with types of Duty (unless the entire group has a single type of Duty). As for the WT bonuses, since a single player's Duty doesn't trigger, they either all boost by 1 (2 on doubles), or you roll a die to decide which player gets the extra buff (though I doubt 1 WT is worth the bother).
What's your opinion on this? Any other suggestions or ways of doing things? Anything I overlooked? Other feedback?
Edited by P-47 Thunderbolt