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How to deal with a "true roleplayer".
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<blockquote data-quote="The Shadow" data-source="post: 8937033" data-attributes="member: 16760"><p>GURPS and Hero are actually the systems that helped convince me that giving build points back for disadvantages is a design flaw. The thing is, disadvantages don't actually have symmetry with advantages.</p><p></p><p>A good disadvantage drives play! It puts the spotlight on your character! You almost ought to pay to have them! Whereas a disadvantage that isn't driving play isn't worth having. Giving points for them encourages people to hunt for the disads that will come up the least for the most points. </p><p></p><p>M&M 2e, and later Fate, showed me what can be done in this design space: When a disadvantage actually hinders you in a meaningful way, you get a narrative resource. When it's not actually being a disadvantage, it does nothing for you. So now people are encouraged to lean into their flaws, especially when they're low on narrative influence, and story beats just kind of happen! </p><p></p><p>This is a really good point. Treating it as a roleplaying opportunity would potentially be fun for everybody and keep the group alive.</p></blockquote><p></p>
[QUOTE="The Shadow, post: 8937033, member: 16760"] GURPS and Hero are actually the systems that helped convince me that giving build points back for disadvantages is a design flaw. The thing is, disadvantages don't actually have symmetry with advantages. A good disadvantage drives play! It puts the spotlight on your character! You almost ought to pay to have them! Whereas a disadvantage that isn't driving play isn't worth having. Giving points for them encourages people to hunt for the disads that will come up the least for the most points. M&M 2e, and later Fate, showed me what can be done in this design space: When a disadvantage actually hinders you in a meaningful way, you get a narrative resource. When it's not actually being a disadvantage, it does nothing for you. So now people are encouraged to lean into their flaws, especially when they're low on narrative influence, and story beats just kind of happen! This is a really good point. Treating it as a roleplaying opportunity would potentially be fun for everybody and keep the group alive. [/QUOTE]
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