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<blockquote data-quote="Garthanos" data-source="post: 7982263" data-attributes="member: 82504"><p>Effectively one choice (strategy for being a character is done now everything else is tactical). Pretty much like saying if you like strategic choice or resource management ummm nope nope nope.</p><p></p><p></p><p>There is no such thing as bad publicity is a saying based on the phenomena.</p><p></p><p>I will try to explain why I feel this applies in context.</p><p></p><p>A superman without kryptonite has nearly impossible to write stories. (less impactful less interesting)</p><p></p><p>Disadvantages very much do impact story a character with no disadvantage and instead moderate to small things has less impact on story both in positive ways and "negative ways", It's about influence on the story... not about character umm empowerment.</p><p></p><p>To put it another way stories where bad things happen are more Dramatic and feel larger than life and things with more extreme positive abilities are also more Dramatic and both really are good things and gaining oen and simultaneously the other is just a Win Win. Some games let player choose failures its kind of related and definitely gives bolder bigger role in the story when you do that if you didnt allow one character that choice you would see them having much smaller impact.</p><p></p><p>Other games can show the problem In Gurps picking a disadvantage meant the DM was supposed to make that choice come into play in effect front loading benefits creating a story obligation on the DM that is what stuff does too (but its not actualy as flavorful as the more well defined ones).</p><p></p><p>Games almost always limit the number of disads you can take for this reason.</p><p></p><p>Fate removed that front loading (and tied disads to advantages as something called aspect) and made it so that if something came up disadvantageous in actual play you were compensated with subsequent future empowerment. It removed some obligation (but DMs actually want and get the handles by those aspects existing so the impact is still there and variable depending on how well you chose your aspects)</p><p></p><p>The base of Fate was Fudge and was designed by people who were fond of Amber btw.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7982263, member: 82504"] Effectively one choice (strategy for being a character is done now everything else is tactical). Pretty much like saying if you like strategic choice or resource management ummm nope nope nope. There is no such thing as bad publicity is a saying based on the phenomena. I will try to explain why I feel this applies in context. A superman without kryptonite has nearly impossible to write stories. (less impactful less interesting) Disadvantages very much do impact story a character with no disadvantage and instead moderate to small things has less impact on story both in positive ways and "negative ways", It's about influence on the story... not about character umm empowerment. To put it another way stories where bad things happen are more Dramatic and feel larger than life and things with more extreme positive abilities are also more Dramatic and both really are good things and gaining oen and simultaneously the other is just a Win Win. Some games let player choose failures its kind of related and definitely gives bolder bigger role in the story when you do that if you didnt allow one character that choice you would see them having much smaller impact. Other games can show the problem In Gurps picking a disadvantage meant the DM was supposed to make that choice come into play in effect front loading benefits creating a story obligation on the DM that is what stuff does too (but its not actualy as flavorful as the more well defined ones). Games almost always limit the number of disads you can take for this reason. Fate removed that front loading (and tied disads to advantages as something called aspect) and made it so that if something came up disadvantageous in actual play you were compensated with subsequent future empowerment. It removed some obligation (but DMs actually want and get the handles by those aspects existing so the impact is still there and variable depending on how well you chose your aspects) The base of Fate was Fudge and was designed by people who were fond of Amber btw. [/QUOTE]
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