Edge of the Empire Book

(Joyce) #1
MANAGING MINIMAL OBLIGATION

In concept, Obligation never completely goes
away, no matter how much a character wants it
to do so. This is represented by the minimum 5
Obligation per Player Character limit. Some types
of Obligation naturally fit this situation, Family,
Obsession, and Responsibility, for example. They
might be reduced to the point they don't affect
the character very often, but they're still around.
Other types may come to a natural conclusion. A
character can completely pay off some debts, beat
an addiction, or eliminate a blackmailer.

Preferably, a character should always have some type
of Obligation. However, if a character eliminates an Obli-
gation and does not take on more, he should be allowed
to make that decision. His low level of Obligation makes it
less likely it will be activated during the game. When it is,
the GM will not have a specific type to rely on.
In this case, the Obligation should come from the con-
sequences or results of an earlier adventure. Perhaps a
crime lord the character or the party once crossed re-
surfaces and tries to pay them back. Maybe an Imperial
agent they thought they escaped from or killed reappears
in a new post. Since there is no way to eliminate this low
level of Obligation, the only thing the characters can do is
deal with the immediate circumstance as best they can.

Player Motivations and How to Use Them

m


otivations are built-in story and roleplaying hooks
for both the player and the GM. The player uses
Motivations to inform his character's reactions to spe-
cific situations, offering a level of thought or detail be-
yond simply responding to the situation as presented.
The GM uses Motivations to link the characters more
intimately with the ongoing storyline. Players adhering
to their characters' Motivations should be rewarded
with additional XP, as well as more interesting plot lines.

MANAGING MOTIVATIONS


The GM should track player Motivations and how they
may interact with a prepared adventure. Motivations,
especially those determined randomly, may conflict
with the assumed Player Character goals of a published
adventure or GM created stories. After initial character
creation, the GM should be able to better predict how
their Motivations may interact with the intended plot.
Players may keep their Motivations secret, possi-
bly going as far as establishing a decoy Motivation
to cover their real one. Secret Motivations add to the
depth and tension of the game, but also harbor pos-
sible story and party disruption when the secret is re-
vealed. If the party has widely divergent Motivations,
the GM should be prepared to step in should player
feelings be hurt if opposing Motivations are revealed.

The GM may simplify the impact of Motivations on
the story by encouraging characters with similar or
compatible Motivations to combine them. Some Mo-
tivations also work well with certain types of Obliga-
tion. If the characters have divergent Motivations and
types of Obligation, the GM may minimize the story
complexity by de-emphasizing Motivation for those

players who seem less interested in using the me-
chanic, or by incorporating it into fewer adventures.
Characters should not often change their Motiva-
tions (see Changing Motivations on page 97).
When they do so, it should be for compelling story
reasons, not because the bonus XP is too difficult to
gain. Some Motivations may naturally end because
the characters conclude a story integral to the Mo-
tivation. Some Motivations change slowly, as a new
Motivation begins to dominate the character's life or
thinking. Changes to Motivations should also be re-
flected in the adventure or campaign.

INCORPORATING
MOTIVATIONS INTO
THE STORY

The GM should allow the player to dictate how impor-
tant his character's Motivation is to his experience.
Whereas Obligation is intended to be an outside force
that permeates character interaction and the ability
to function within the adventure. Motivation focuses
on the character's internal drive and how that influ-
ences his interaction with the galaxy. If the player
wants to focus on his personal story, or consistently
gain the XP awards from adhering to his Motivation,
the GM is encouraged to incorporate his Motivation
into the adventure more often.

Not all Motivations need to provide deep story
hooks. If a player is more comfortable reacting to situ-
ations as they unfold than dealing with a super-secret
background history with surprise appearances by past
enemies or events, then the GM should allow them to

THE GAME MASTER
EDCE OF THE EMPIRE
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