The Narrative Friendly Obligation System

By Locksathy, in Star Wars: Edge of the Empire RPG

I love the Obligation rules on paper but I find them to be a source of stress as a GM. Having to come up for an idea to bring forth a different Obligation at each game session can sometime be very daunting.

Some situations can even make it almost impossible. Being caught in a desert after a crash or exploring some Sith ruins deep in a jungle for example.

That’s why I cooked up the following house rule to ease the Obligation system and make it more GM friendly.

The Narrative Friendly Obligation System

1)Roll for Obligation and wait for the proper occasion to roleplay the Obligation related scene. Only apply the Strain Threshold penalty after the related scene as played out*.

2)Roll for a new Obligation and keep it in standby. Keep the Strain penalty from the preceding Obligation active until the scene from the standby Obligation plays out.

3)Repeat step 1 and 2

These Obligations may run their course over several games or last only part of a game session as long as it makes a narrative sense.

*This means that at the very start of a new campaign the group will not suffer from any Strain Threshold penalty. Don’t worry, this won’t last for long!

If you think about it, all of the characters have had a life before the adventure started, which is where the obligations originated. The obligation roll at the start of the session doesn't have to bring up a related event. Instead, it just means that the characters are mindful of their obligation, which is causing some degree of distraction and stress (lower strain threshold). In the Obligation section of the Beta rulebook (p 31), it states:

"These mechanical effects represent either internal or external pressure on the Player Characters as a result of their Obligation.

"It could be as simple as the characters being worried about paying off their Obligations, and their concern distracting them and stressing them. Howeverm (especially if the GM rolls doubles) triggered Obligation can also result in tangible problems. Favors could be called in or debts may require an impromptu payment."

So, let's take your example of the characters being caught in a desert after a crash. As the GM, you make the obligation roll at the start of the session, and the roll triggers an obligation. Each of your players reduces their strain threshold by 1, except for the player whose obligation was triggered. He reduces his threshold by 2. Ultimately, it makes sense that the characters would be primarily concerned with how to survive in this hostile environment; however, it doesn't take too much of a stretch to bring up many of the obligations.

If the obligation is debt or addiction, it's really easy. How am I going to get that next gambling fix when I'm trapped out here? How much is it going to cost to repair this vehicle? Am I going to have to take even more debt?

With some of the other obligations you might have to get a little more creative, or simply say that the characters' obligation has snuck to the forefront of their thoughts, and they aren't completely focused on the current situation.

Again, obligation doesn't have to trigger an event, but it is an option, which allows (but doesn't restrict) the GM to using player obligation to affect the story.