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<blockquote data-quote="DrunkonDuty" data-source="post: 9180197" data-attributes="member: 54364"><p>Re. disadvantages.</p><p></p><p>I'll start by saying that disads are not a required thing for any system. </p><p></p><p>But if you're going to use them make sure your group are on the same page vis-vis what they are and how they work. When I start a new HERO game I let my players know that disads are optional. I tell the players, "if you want them, you take them for 2 reasons - "</p><p></p><p>Rewards. One gets points as a reward for giving the group (mostly the GM I admit) some interesting impediments to play/ and/or hooks for adventures. But I'm on board with using in-game rewards too.*</p><p></p><p>Roleplay. I make a point of telling players to only take disads that they want to have to deal with in game. Don't take S<em>usceptibility to Kryptonite</em> with a frequency of Very Common unless you want to constantly be rendered powerless by bloody Kryptonite. Don't take an Incompetent Dependent NPC if you don't want to be always having to run off to rescue them from their own stupidity. But if you <em>do </em>want to play someone who has to balance conflict between their sense of duty and their sense of honour then take two conflicting psychological disads. Also make sure that the disads your character takes work for the rest of the group. Don't take <em>Serial Killing Hobo</em> unless that's a thing everyone wants in the game.</p><p></p><p></p><p>I do have to say that the writer on that Greed disad that [USER=6787650]@FormerlyHemlock[/USER] quotes upthread was real... hmm what's the polite word... <em>specific </em>in their understanding of how disads can work. Or indeed, basic human psychology. I can see why people who read that sort of nonsense would be put of the idea of disads.</p><p></p><p></p><p></p><p></p><p>*A while back, on some HERO thread here, I noodled through the idea of giving bennies in play for invoking disads. Basically I, unintentionally, re-invented Fate points, but decided to call them Soap points. Having noodled over the idea a bit more since then I think I'd allow either the player or GM to invoke a disad. If the GM wishes to invoke it they must offer soap appropriate to the intensity of the disad. The player may bid soap (equal to the GM's offer) from their existing soap pool (soap dish?) to ignore it. A player can always successfully invoke their own disad. If a disad is invoked, regardless of who invokes it, the player gets some soap based on the intensity of the disad.</p><p></p><p>1 soap for a Mild disad.</p><p>2 soap for an Strong disad.</p><p>3 soap for a Total disad.</p><p></p><p>Doing it this way does make the "frequency" roll redundant but that's fine. HERO defines frequency as: Very Common, 5 in 6 sessions; Common, 3 in 6 sessions, and Uncommon (or do they call it Rare?), 1 in 6 sessions. One could regulate frequency by only allowing a disad to be invoked (successful or not) that number of times as a maximum. For a minimum, well... this is a bit more flexible. I would encourage the group to <em>consider </em>invoking very common disads most sessions, common ones about every other session, etc. But not every scenario really justifies every disad. So use judiciously.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9180197, member: 54364"] Re. disadvantages. I'll start by saying that disads are not a required thing for any system. But if you're going to use them make sure your group are on the same page vis-vis what they are and how they work. When I start a new HERO game I let my players know that disads are optional. I tell the players, "if you want them, you take them for 2 reasons - " Rewards. One gets points as a reward for giving the group (mostly the GM I admit) some interesting impediments to play/ and/or hooks for adventures. But I'm on board with using in-game rewards too.* Roleplay. I make a point of telling players to only take disads that they want to have to deal with in game. Don't take S[I]usceptibility to Kryptonite[/I] with a frequency of Very Common unless you want to constantly be rendered powerless by bloody Kryptonite. Don't take an Incompetent Dependent NPC if you don't want to be always having to run off to rescue them from their own stupidity. But if you [I]do [/I]want to play someone who has to balance conflict between their sense of duty and their sense of honour then take two conflicting psychological disads. Also make sure that the disads your character takes work for the rest of the group. Don't take [I]Serial Killing Hobo[/I] unless that's a thing everyone wants in the game. I do have to say that the writer on that Greed disad that [USER=6787650]@FormerlyHemlock[/USER] quotes upthread was real... hmm what's the polite word... [I]specific [/I]in their understanding of how disads can work. Or indeed, basic human psychology. I can see why people who read that sort of nonsense would be put of the idea of disads. *A while back, on some HERO thread here, I noodled through the idea of giving bennies in play for invoking disads. Basically I, unintentionally, re-invented Fate points, but decided to call them Soap points. Having noodled over the idea a bit more since then I think I'd allow either the player or GM to invoke a disad. If the GM wishes to invoke it they must offer soap appropriate to the intensity of the disad. The player may bid soap (equal to the GM's offer) from their existing soap pool (soap dish?) to ignore it. A player can always successfully invoke their own disad. If a disad is invoked, regardless of who invokes it, the player gets some soap based on the intensity of the disad. 1 soap for a Mild disad. 2 soap for an Strong disad. 3 soap for a Total disad. Doing it this way does make the "frequency" roll redundant but that's fine. HERO defines frequency as: Very Common, 5 in 6 sessions; Common, 3 in 6 sessions, and Uncommon (or do they call it Rare?), 1 in 6 sessions. One could regulate frequency by only allowing a disad to be invoked (successful or not) that number of times as a maximum. For a minimum, well... this is a bit more flexible. I would encourage the group to [I]consider [/I]invoking very common disads most sessions, common ones about every other session, etc. But not every scenario really justifies every disad. So use judiciously. [/QUOTE]
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