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Highly detailed PC personalities?
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<blockquote data-quote="Argyle King" data-source="post: 5915580" data-attributes="member: 58416"><p>There's a bit more to it than this, but the way some of the 'mental' disadvantages work in GURPS does have a number associated, but not in the same way the OP is suggesting. Choosing one of the disadvantageous traits is more like what I guess I might call a contract between the player and the GM. The player agrees to roleplay a trait, and -in return- he is given some more points to use on other traits for his character. Where the number comes in is that some disadvantages have a control number; the control number comes into play at times when you may want to act against a personality trait of your character.</p><p></p><p></p><p>For example, you might give your character the 'Honesty' disadvantage. While honesty is generally viewed as a positive thing, it is considered a disadvantage because it has the potential to limit you. Generally speaking, a character with Honesty will obey the law and do their best to get others to do so as well. </p><p></p><p>Ok, so now let's say the fellow members of your adventuring party want to rob a bank. You might think they have actual legitimate reasons for wanting to rob the bank, but that triggers your Honesty. If you (as the player) want to play against the personality that you (as the player) <em>voluntarily chose</em> for your character, you need to roll against your control number. On the other end of the spectrum, someone with Kleptomania would probably be totally on board with robbing the bank. That's a pretty lame example, but I think it gets the idea across.</p><p></p><p>I'll also note that you're never required to roll. You can always choose to voluntarily fail the control roll if you simply just want to roleplay the trait. The control number is there for times when you might be in a situation where acting against a character's typical nature is something you want to do.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5915580, member: 58416"] There's a bit more to it than this, but the way some of the 'mental' disadvantages work in GURPS does have a number associated, but not in the same way the OP is suggesting. Choosing one of the disadvantageous traits is more like what I guess I might call a contract between the player and the GM. The player agrees to roleplay a trait, and -in return- he is given some more points to use on other traits for his character. Where the number comes in is that some disadvantages have a control number; the control number comes into play at times when you may want to act against a personality trait of your character. For example, you might give your character the 'Honesty' disadvantage. While honesty is generally viewed as a positive thing, it is considered a disadvantage because it has the potential to limit you. Generally speaking, a character with Honesty will obey the law and do their best to get others to do so as well. Ok, so now let's say the fellow members of your adventuring party want to rob a bank. You might think they have actual legitimate reasons for wanting to rob the bank, but that triggers your Honesty. If you (as the player) want to play against the personality that you (as the player) [I]voluntarily chose[/I] for your character, you need to roll against your control number. On the other end of the spectrum, someone with Kleptomania would probably be totally on board with robbing the bank. That's a pretty lame example, but I think it gets the idea across. I'll also note that you're never required to roll. You can always choose to voluntarily fail the control roll if you simply just want to roleplay the trait. The control number is there for times when you might be in a situation where acting against a character's typical nature is something you want to do. [/QUOTE]
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