Edge of the Empire Book

(Joyce) #1
Using Obligation

O


bligation is a core narrative and game mechanic
in EDCE OF THE EMPIRE (See page 38 for more
information). Obligation influences both the charac-
ters and the adventure, often in unexpected ways.
It can introduce new and unplanned alterations to
the current circumstances. It also mechanically re-
inforces the concept that the universe responds to
the characters' actions and that their decisions mean
something beyond both the GM's and players' im-
mediate control.

GMs are encouraged to use Obligation creatively
throughout the course of the adventure and cam-
paign. Since the Player Characters gain addition-
al XP by taking on extra Obligation, it is partly a
player resource that should have a narrative or me-
chanical cost during the game. Players that took on
extra Obligation should rightfully have to deal with
more difficult situations than those players that
kept their personal Obligation low. Obligation also
provides a wealth of story hooks and roleplaying
opportunities, influenced by the type of Obligation
each Player Character has and when it is triggered.
The GM should take every opportunity to use these
hooks during the adventure or campaign. Published
adventures may include suggested ties to certain
types of Obligation.

GUIDING STARTING
OBLIGATION SELECTION

During character creation, each player selects his
Obligation type himself or by random chance (see
page 38). Parties may end up with a wide va-
riety of Obligations, or a limited number of types
shared between certain characters. The GM gener-
ally should not limit the types of Obligations in a
game but may work with the players if they want to
use it to craft a specific, interesting backstory. The
players should not be allowed to optimize or ma-

nipulate Obligation backgrounds to gain a substan-
tial benefit from it. Obligations are meant to grant a
limited advantage in starting XP and/or equipment
at the cost of hindrances and unexpected difficul-
ties within the game session.
Alternatively, the GM (or players) may select or
come up with new types of Obligation to fit a spe-
cific campaign or story arc. The Obligation may be
the driving force behind an adventure or campaign,
rather than a periodic problem. The GM should make
sure that any Player Characters with Obligations less
important to the plot are not forgotten, and are high-
lighted from time to time.

USING THE
OBLIGATION CHECK

Before each game session, the GM makes an Obliga-
tion check (see page 41). The greater the group's
Obligation is, the greater the chance that it will come
directly into play during that session. When triggered,
the GM should note which player's Obligation is acti-
vated, and note how that player's specific Obligation
type manifests itself. See the Obligation descriptions
on page 39 for examples of how some specific Ob-
ligation types may influence events.
The mechanical penalties of the Obligation check
on some characters can be significant. A particularly
painful result (rolling doubles) should have a major
story impact during the session. If the Obligation af-
fects more than one character, the GM should con-
sider altering the plot for the session to reflect the
sudden change. However, if the GM decides it would
derail the story at a critical juncture, he can delay the
actual encounter. The mechanical penalties should
still remain in effect—perhaps the characters become
informed of the impending problem and are still dis-
tracted and worried about it, even if (or because) they
can't immediately attend to the situation.

THE GAME MASTER
OF THE EMPIRE
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