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Alignment, Traits, and Roleplaying bennies
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<blockquote data-quote="Laurefindel" data-source="post: 9511526" data-attributes="member: 67296"><p>My thoughts are that it would incite alignment debates and encourage disruptive behaviour, which are two things I truly hate. Players being jerks and pointing to their alignment to explain « that’s how my character would react » is something I cannot stand, never mind getting some sort of Bennies for it.</p><p></p><p>Games using flaws as a way to gain in-game benefit are usually built on drama or somehow use inter-character conflicts to drive the story forward, which I guess <em>can</em> become one of the driving themes of a D&D campaign, but otherwise isn’t in D&D’s DNA. Also in my experience, these games are typically bad at rewarding characters who manage to temper their urges, or reward RP toward status quo. A vampire could either lose it completely and regain all their willpower back, or be calmed by his friends after 5 minutes of good RP and nobody gets anything, except perhaps if this RP goes in the direction of somebody else’s virtues.</p><p></p><p>Even in games that simply reward specific behaviours from positive character traits (rather than flaws), there is a noticeable unbalance toward players who are good at choosing traits that are easily applicable in-game, and tend to reward good role-players who already have an easier time with the game. Shy players now have a social handicap as a player and a XP/resources handicap as a character.</p><p></p><p>But other than being generally disillusioned with in-game benefits coming from character traits, I don’t have a solution. I feel it should come from the group rather than from individuals, or at least benefitting the group rather than individuals somehow, but I haven’t been able to wrap my mind around it.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9511526, member: 67296"] My thoughts are that it would incite alignment debates and encourage disruptive behaviour, which are two things I truly hate. Players being jerks and pointing to their alignment to explain « that’s how my character would react » is something I cannot stand, never mind getting some sort of Bennies for it. Games using flaws as a way to gain in-game benefit are usually built on drama or somehow use inter-character conflicts to drive the story forward, which I guess [I]can[/I] become one of the driving themes of a D&D campaign, but otherwise isn’t in D&D’s DNA. Also in my experience, these games are typically bad at rewarding characters who manage to temper their urges, or reward RP toward status quo. A vampire could either lose it completely and regain all their willpower back, or be calmed by his friends after 5 minutes of good RP and nobody gets anything, except perhaps if this RP goes in the direction of somebody else’s virtues. Even in games that simply reward specific behaviours from positive character traits (rather than flaws), there is a noticeable unbalance toward players who are good at choosing traits that are easily applicable in-game, and tend to reward good role-players who already have an easier time with the game. Shy players now have a social handicap as a player and a XP/resources handicap as a character. But other than being generally disillusioned with in-game benefits coming from character traits, I don’t have a solution. I feel it should come from the group rather than from individuals, or at least benefitting the group rather than individuals somehow, but I haven’t been able to wrap my mind around it. [/QUOTE]
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