We started a Star Wars: Edge of the Empire (EotE) campaign last year, and one of the more interesting components of character creation is the Obligation system. Obligation is introduced during character creation and remains an ongoing device throughout the life of the campaign that can be used by both player and game master (GM) to facilitate storytelling, increase tension, and introduce surprise action. I believe the Obligation system is an example of how mechanics can affect the amount of roleplaying and immersion at the table.
When building a character in Edge of the Empire, one of the steps is selecting the character’s Obligation. Quite simply, no one in the Edge of the Empire is a self-starter; every character owes somebody something. While some players may enjoy forming a backstory – complete with layers of drama and intrigue – creating a detailed backstory is not something all players (or GMs) enjoy. For example, a player does not have to create any meaningful backstory for a 4th Edition Dungeons & Dragons character; the character is built by selecting desired attributes, powers, and gear. The player is asked to select Alignment to designate his or her moral compass, but after that initial selection is complete, alignment rarely comes into play for most groups. In other words, creating a backstory with any detail for a 4e D&D character is up to the discretion of the player and GM; Edge of the Empire’s Obligation system forces players to create a bit of backstory for their character.
I believe the Obligation system is something that could be used by other roleplaying game systems to enhance character creation and increase immersion. It forces the player to not answer answer the question, “What do I want my character to do?” But to also answer, “How did my character get here?” I will discuss the benefits of consequences of the Obligation system below.