Star Wars_ Edge of the Empire Rule Book

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EXAMPLE: CONTINUED

compelling options so that the Player Character's deci-
sion adds to the drama of the adventure.
In turn, the player controlling Oskara argues that
her character's Duty Obligation is to her home
clan, and not to any underworld organizations,
and probably shouldn't count either. However,
the CM notes that even though Oskara's home
clan isn't an underworld organization, they do
have ties to certain criminal enterprises. This is
enough for the CM to feel that her Obligation
does apply for the purposes of this threshold.

MANAGING


OBLIGATION RESOURCES


Obligation is a powerful resource that may be spent
and bargained with during the course of play. It gives
the players an option beyond credits to obtain
equipment or services they might otherwise
be unable to acquire. However, unless the
characters frequently ignore opportunities
to reduce their Obligation, the GM can-
not normally force the players to take on
additional Obligation beyond the start.
The choice must be theirs, as an ex-
ercise in risk vs. reward. A character
must weigh whether the advantage
obtained will outweigh the draw-
backs. The GM should seek
to craft interesting or


The flow of Obligation during a campaign is deter-
mined by three factors. The first is how much Obliga-
tion the characters start with. The more they start with,
the more often it can come into play. The second is
how often the players settle or take on new Obligation
during the course of the game. If the Player Characters
use it like credits, their Obligation will fluctuate regu-
larly. The third is how often the GM offers Obligation as
an option during the session. The more opportunities
the party has to gain and settle Obligation, the more
they might utilize it.

The GM must decide how often to insert Obligation
offers into the game. Not every trip to the weapons
store should include an opportu-
nity to gain Ob-
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