Obligation Resulting from Escape from Mos Shuuta

By ccarlson101, in Star Wars: Edge of the Empire RPG

So the group got away with Trex's ship, the Krayt Fang. So it goes without saying that Trex is now quite perturbed by the whole thing. Not to mention Teemo the Hutt being more than a bit miffed at all the shenanigans perpetrated by the PCs in his Mos. How dare they be so brazen?!

Does the group pick up some Obligation for all this? If so, how is unassigned/group Obligation handled on the Obligation Chart with respects to rolling it (assigning strain, etc.)?

Or do I spread it out to each PC and hand them each and individual portion? But then, everyone isn’t sharing evenly in the burden of the group-earned complication when one of them pops up on the check.

At the very least, you could just add 5 to 10 obligation per player, I guess, but keep the original "type" in tact. Or give them a second "type" worth 5 to 10 obligation.

In exchange for the increase in obligation, maybe you could increase the amount of creds they find aboard the Fang

So my 6 PCs just pick up 5 or 10 more Obligation each?

"Welcome to Star Wars: Edge of the Empire, folks. Thank you for playing the introductory adventure. Don't bother trying to spend that XP I just gave you though. Your group Obligation total just went over 100! You are now screwed. Congatulations! Job well done."

Edited by ccarlson101

well, okay, with 6 players that's a lot. So without increasing obligation, what else would you do?

I'm assuming their original obligations are still intact, and now they have a hutt after them. So what's the alternative?

...and that is exactly the question I'm asking...

I might add 10 obligation, and call it group. If you roll for obligation at the beginning of the adventure, and that obligation comes up, everybody is effected.

and I'm saying that increasing the obligation amounts (or do nothing) seems to be the only way. Or, dismiss their former obligations and give them new ones with the same amounts, but what good would that do other than narrative flair?

The only other thing I can think of is to assume whatever obligation they started with at the beginning of Escape already has built-in obligation they gained from Teemo since they were already on the run at the beginning, meaning they already pissed him off.

Also, you could raise their obligation now, then play Long Arm of the Hutt, which would result in lowering their obligation back down...read the adventure to find out why (don't want to post spoilers).

I might add 10 obligation, and call it group. If you roll for obligation at the beginning of the adventure, and that obligation comes up, everybody is effected.

ah, hadn't thought of that. Sounds perfect. On the obligation table, don't tie it to a person, but make it "group". I think I remember the book talking about this concept, as well.

I might add 10 obligation, and call it group. If you roll for obligation at the beginning of the adventure, and that obligation comes up, everybody is effected.

Yeah. But when you say "effected", do you mean everyone should take 2 strain, just as if their individual Obligation came up? Or just the base 1? I am not considering the doubles issue here. Just base.

I might add 10 obligation, and call it group. If you roll for obligation at the beginning of the adventure, and that obligation comes up, everybody is effected.

Yeah. But when you say "effected", do you mean everyone should take 2 strain, just as if their individual Obligation came up? Or just the base 1? I am not considering the doubles issue here. Just base.

that's how I would do it. Roll against the obligation table and if it lands on the "group" one, everyone is -2

I'd say everybody gets the 2 strain.

My thought would be, Teemo would potentially add 5 due to the bad relations caused with his imperial allies. Trex would add 5 for having his ship stolen. (Normally I would say 10, but this counts as their starting ship, although upgraded) and would add it either as criminal or bounty

One thing to keep in mind is this:

Ordinarily, the GM should never force Obligation on their players. Undertaking additional Obligation should be a player choice.

Now, with Escape from Mos Shuuta, as it's just a beginner module and it's mostly on rails (and since Obligation isn't a thing), the players don't really have the choice on whether or not to steal Trex's ship.

I say, if you're running full core rules with the Escape from Mos Shuuta scenario, have the ship be part and parcel of the group's starting Obligation, since it's a foregone conclusion that they're going to have it pretty much right out the gate.

Does the group pick up some Obligation for all this? If so, how is unassigned/group Obligation handled on the Obligation Chart with respects to rolling it (assigning strain, etc.)?

Well, it depends. Are you running part two directly afterwards? If so, I imagine that your obligation will sort itself out in pretty short order.

As Dess said, if you are running the Long Arm of the Hutt adventure next, there is no reason to do anything with obligation at this point. There are several obligation related events that happen (bounty hunters and such) that play into the game.

Now at the end of that adventure you might have cause to employ some obligation. Their ship is still a stolen vessel. The pilot being dead or not doesn't affect this. The Imps may still be looking for it. And depending on how they handled the ending of the scenario, they may have some new adversary after them.

While the core book does say that you shouldn't force obligation on players, it doesn't go into a lot of details. I'm taking a slightly different interpretation of that. I've told my players that actions have concequences. Blow up a hutt pre-school and chances are you are going to get some obligation. I don't see this as forcing obligation.

I also plan to completely force some obligation upon my players (without their knowledge) as an adventure hook. I'm wild and crazy like that. To heck with the rules I say, TO HECK!

Yeah, I completely disagree with the rules when it says "don't force obligation" on the players... hell, that pretty much negates a good portion of the obligation options from the book.

Criminal and Bounty are hardly things players "choose" to have. Addiction, blackmail, betrayal, criminal... these are all GM driven imo. There are quite a few others that are general player choice, but those listed are definitely going to be likely from actions taken by PC's.

You as a GM might want to warn your players "hey steal this ship and you will get obligation", but I would prefer to let them do what they want and give them the consequences following it.

Now in the case of Mos Shuuta, I agree, the second scenario will work out part of that obligation, potentially give new ones in fact, depending on the choices made. If the PC's continue avoiding Trex (not a bad idea btw, he is relatively bad ass), then he could become a long term bounty/criminal obligation. The Imperials aren't *likely* to care what happens in Mos Shuuta, cause they shouldn't be there anyway... "hey we were illegally doing deals with a Hutt, but this guy shot Timmy the Trooper, we would like to label him a criminal please?"

But Teemo on the other hand might be pissed simply due to the embarrassment of having his authority challenged literally right outside his palace. But again that would clear up soon potentially. Mostly I would say use the obligation, assign it and remove it so the players understand how it works in the game and how it can be payed off.

my next character will be called Timmy the Trooper