Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Ideas for Improving Inspiration
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="5ekyu" data-source="post: 7514303" data-attributes="member: 6919838"><p>In some systems where these gimmick points are tied to replace by troubles, they go to lengths to emphasize to the player **and** GM that you should pick/reccommend traits that lend themselves to coming up. </p><p></p><p>Often such systems push "double-edged" traits where it can commonly in play create as many opportunities for gains as for losses, etc. </p><p></p><p>But, also, those systems tend to link the "spend" to go thru the same kind of traits - if not the exact ones. </p><p></p><p>From what i saw, this seemed (both part) to grow out of a reversing of early mechanics where you got up-front chargen gains for "disads" and then often the player worked to minimize the in play impact of them since they already got the gains. </p><p></p><p>In some ways, those early up-front gains did more of what you describe because they often "valued" the disad by explicit statements of frequency and impact - that the player choose and then the GM was to enforce.</p><p></p><p>So, let me suggest, instead of the rulebook telling the GM to create these situations or give them any expectation of a given frequency or such, this be implemented by agreement between player and GM.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7514303, member: 6919838"] In some systems where these gimmick points are tied to replace by troubles, they go to lengths to emphasize to the player **and** GM that you should pick/reccommend traits that lend themselves to coming up. Often such systems push "double-edged" traits where it can commonly in play create as many opportunities for gains as for losses, etc. But, also, those systems tend to link the "spend" to go thru the same kind of traits - if not the exact ones. From what i saw, this seemed (both part) to grow out of a reversing of early mechanics where you got up-front chargen gains for "disads" and then often the player worked to minimize the in play impact of them since they already got the gains. In some ways, those early up-front gains did more of what you describe because they often "valued" the disad by explicit statements of frequency and impact - that the player choose and then the GM was to enforce. So, let me suggest, instead of the rulebook telling the GM to create these situations or give them any expectation of a given frequency or such, this be implemented by agreement between player and GM. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Ideas for Improving Inspiration
Top