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<blockquote data-quote="Umbran" data-source="post: 7596975" data-attributes="member: 177"><p>No, I know what you're talking about. But you might want to look at games designed... like, in this century. </p><p></p><p>While your group may have had no difficultly, it has been widely accepted that ensconcing role playing flaws in rules in the manner GURPS did is often a problem, because, broadly, GMs forget to enforce them - the player gets extra build points for the flaws, but the detriments often don't manifest. "Oh, wait a minute - I'm supposed to be a drunken sot, but I haven't played my character as inebriated for three sessions! But I've been using the swordplay merits I bought with that in three fights per session!"</p><p></p><p>There are a few designs that mitigate this - largely by pushing the reward to runtime, rather than in build - you only get the reward for the flaw if and when it becomes an issue in play. And even then, if engaging these flaws is not an explicit part of the mechanical process, the role-play flaw gets frequently overlooked. So, many games these days ignore them completely - if you want to have a particular behavior pattern, that's fine, but you don't get mechanical benefit for it.</p><p></p><p>The iconic D&D example is alignment restrictions on classes - Paladins, especially. Note how that's been replaced in 5e? The above is largely why - giving mechanical power in exchange of roleplaying restrictions is often a problematic design (Again - broadly. Your personal mileage may vary).</p></blockquote><p></p>
[QUOTE="Umbran, post: 7596975, member: 177"] No, I know what you're talking about. But you might want to look at games designed... like, in this century. While your group may have had no difficultly, it has been widely accepted that ensconcing role playing flaws in rules in the manner GURPS did is often a problem, because, broadly, GMs forget to enforce them - the player gets extra build points for the flaws, but the detriments often don't manifest. "Oh, wait a minute - I'm supposed to be a drunken sot, but I haven't played my character as inebriated for three sessions! But I've been using the swordplay merits I bought with that in three fights per session!" There are a few designs that mitigate this - largely by pushing the reward to runtime, rather than in build - you only get the reward for the flaw if and when it becomes an issue in play. And even then, if engaging these flaws is not an explicit part of the mechanical process, the role-play flaw gets frequently overlooked. So, many games these days ignore them completely - if you want to have a particular behavior pattern, that's fine, but you don't get mechanical benefit for it. The iconic D&D example is alignment restrictions on classes - Paladins, especially. Note how that's been replaced in 5e? The above is largely why - giving mechanical power in exchange of roleplaying restrictions is often a problematic design (Again - broadly. Your personal mileage may vary). [/QUOTE]
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