Obligation at end of session

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

How do you feel about the idea of rolling Obligation at the ~end~ of a session, so that the GM has ample time to plan on how to incorporate it properly for next session?

I think I may start doing that myself for my game. Easier to plan ahead, than to come up with something on the spot...

I like this idea; it's akin to ending a TV episode with a cut to the villains as they're closing in on the unsuspecting heroes in order to build tension for the next one.

Also, easier to incorporate it if a new character joins in mid-session.... I like this houserule. :)

I can't imagine anyone would have a problem with this. It gives the GM and the player time to work out some things if they want to. TBH, I have no clue when or even if my GM rolls and it hasn't ever bothered me.

Also, like Cheapy the Hutt said... End on a cliffhanger... "Oh, Han... your Obligation triggered... we'll find out next time what happens..."

This is a good idea, I often forget to roll obligation because I have so much going on right before the game starts with setup and advancement questions, etc.

Yeah, that's cool!

My group has only done 2-3 games at this point and are still working thru some customized stock adventures, but what is the advantage of TELLING the players whose obligation got triggered? I planned to roll it myself before working on the next adventure, when players werent around.

Why do they need to know?

I mean I what someone just mentioned about seeing a villain foreshadowed at the end of a session and that would be cool if you had an existing idea for game or for that trigger. But what about if you dont have any ideas on deck or the idea for game you come up with is totally different. Seems like you are needless tipping your hand.

Because there are mechanical effects to Obligation triggering , so they have to know.

I would contend that, on this level, there shouldn't be a hand to "tip." Foreshadowing, cliff hangers, and obvious plot points are fun for players. Gives them something to look forward to, and makes them feel more involved in the story.

Also, as newbiedm points out, they would be sure to know whose obligation is triggered when that PC's Strain Threshold is lowered twice as much as everyone else's...not to mention that it should be obvious in the narrative that "this guy is the reason we're so stressed out!"

Edited by awayputurwpn

I really like this idea. It has the potential to make the players squirm all week before the game as they try to predict what mess you'll put them in next. It would kinda be like the end of a TV episode when they show a few scenes from the next episode. That's in addition to the aforementioned GM planning benefits.

At the same time, I feel like it could be problematic for groups who play less often. It would be easy to forget the previous session's result, and if a player can't make it it could be disappointing. Either way, I think I'm going to try it for Duty in my upcoming AoR game. We'll see how it goes!

they would be sure to know whose obligation is triggered when that PC's Strain Threshold is lowered twice as much as everyone else's...not to mention that it should be obvious in the narrative that "this guy is the reason we're so stressed out!"

Yes, and they'll know that and have a narrative for it when the actually next session gets rolling. Why would they need to know a game in advance?

they would be sure to know whose obligation is triggered when that PC's Strain Threshold is lowered twice as much as everyone else's...not to mention that it should be obvious in the narrative that "this guy is the reason we're so stressed out!"

Yes, and they'll know that and have a narrative for it when the actually next session gets rolling. Why would they need to know a game in advance?

Because it creates tension and is something to look forward to - other than the plot. It put's the spotlight squarely on a specific player (or the group if you've got group Obligation). Maybe the player gets creative and throws all sorts of ideas on the GM.

In short, it's fun!

Because cliffhangers are fun.

@Diggles, this thread is getting filled up with great ideas as to "why" one would want to roll obligation at the end of a session. If you're unconvinced, this idea might not be for you.

The players don't "need" to know in advance. As others have said, this is simply an idea as to how to add dramatic tension, like a TV serial.

Mmm....cereal...

I actually prefer rolling at the start of a session for the simple reason that it keeps me on my toes. If I plan for it then it will dominate my thinking, which was something I was wary of, but obligation doesn't have to narrativly come into play each session, but at the start I might roll one of our group and through the session I'll be thinking forward and working out what to do with it.

But it's preference really, and with all things, take and leave rules you like and don't like. I've made up a handful and with others outright said I know the book says this, but because of this and this I feel it's best we ignore it.

As a GM, I also like having Obligation come up at the beginning. It's an exciting way to start the session (when we pass the d100s around, we ask, "Who will choose the form of the destroyer?"), and I like the way it keeps me on my toes.

Also, I think it feeds into the characters' mood and backstory really well. If I roll at the beginning of a session, I can basically "back-fill" some sort of negative happenstance that happened with one or more of the characters during the downtime between adventures, and it adds a level of depth that might otherwise easily get ignored while also not "derailing" the session plan.

I've got a pretty flexible group, so I might actually vary when I roll it. If I know I have a particularly complex plot coming up, I might roll the week before to give me plenty of time to work things again. If we'll be playing a faster and looser session, then roll right at the start to notch up the excitement.

As I said my group has been together forever, and we're pretty dang flexible. I would be stunned if anybody had a problem with me popping in with an early roll for my own prep, then going back to a "before" roll the next time.

"Who will choose the form of the destroyer?"),

Stay-Puft.jpg

Sorry couldn't help myself.

I actually think that's a grand idea, although I usually just end up rolling it during my planning phase before I start typing up some plot points for the next story. Oftentimes it's hard to make it actually fit what's going on, but the general "it's on your mind and bogging you down" plays pretty well into that. It's my plan for opportunities to arise to allow our heroes to pay off some obligation when it becomes a major plot point for the story.

As a newbie to role playing games, I love most of the posts I read on this forum. This one is definitely on the list. Role playing games are so much more interesting than regular table games like Monopoly because there's so much variation from one person's table to the next and yet there's enough that's the same that we can all identify with one another. Hearing about the differences from one group to the next is always fun. Well... except those few times it sounded like someone was sure their way was right and anyone doing anything different was wrong. But that doesn't seem to happen too much.