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PCs with mental problems and a new Background
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<blockquote data-quote="pming" data-source="post: 7291718" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>You've never played Kenzer & Co's "Hackmaster (4th Edition)" have you? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In our experience, PC's with mental problems (and physical ones) can make for some very entertaining sessions and role-playing. I've run Hackmaster (the 4th edition; the 'first' one they put out, based on 1e/2e/BECMI) many times. We had a campaign going for a few years, and still continue to play it off and on. It has a rather large chunk of the PHB devoted to QF's ("Quirks & Flaws") that a player can choose or roll randomly for in order to get Build Points they can use to get Advantages, Perks and Skills (and a number of other things).</p><p></p><p>A PC with the flaw..."Gambling Addiction" basically means the PC is a sucker for a bet. Anything from cards to betting that the next person to walk through the door is a human or demihuman. The character will bet his money, his horse, his friends money, his friends horses, whatever. He's addicted to the thrill of win/loose. </p><p></p><p>We found that some Flaws were...lets just say "a death sentence" (e.g., "Narcolepsy")...and some seemed to pop up all the time (we once had a party of 7, where 5 of them were alcoholics and 3 of those were albino's!...very interesting motivations for adventuring...LOL!). The one thing that having these Quirks and Flaws (and Advantages/Perks) did to our game was make for some unusual characters with memorable personalities. Only rarely did these "mess up" the game...and usually only for a session or two, until the PC got him/her self killed.</p><p></p><p>Ahhh....Hackmaster. I tellz ya...<em>ridiculously FUN</em> version of AD&D! It was a normal, serious, "AD&D" campaign most of the time, but a few times each session we'd all have something memorable to talk about! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Quirks and Flaws definitely helped in that department.</p><p></p><p>(PS: Don't let a player RP a drunk, stuttering half-ogre barbarian with a lisp...it NEVER ends well...)</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7291718, member: 45197"] Hiya! You've never played Kenzer & Co's "Hackmaster (4th Edition)" have you? ;) In our experience, PC's with mental problems (and physical ones) can make for some very entertaining sessions and role-playing. I've run Hackmaster (the 4th edition; the 'first' one they put out, based on 1e/2e/BECMI) many times. We had a campaign going for a few years, and still continue to play it off and on. It has a rather large chunk of the PHB devoted to QF's ("Quirks & Flaws") that a player can choose or roll randomly for in order to get Build Points they can use to get Advantages, Perks and Skills (and a number of other things). A PC with the flaw..."Gambling Addiction" basically means the PC is a sucker for a bet. Anything from cards to betting that the next person to walk through the door is a human or demihuman. The character will bet his money, his horse, his friends money, his friends horses, whatever. He's addicted to the thrill of win/loose. We found that some Flaws were...lets just say "a death sentence" (e.g., "Narcolepsy")...and some seemed to pop up all the time (we once had a party of 7, where 5 of them were alcoholics and 3 of those were albino's!...very interesting motivations for adventuring...LOL!). The one thing that having these Quirks and Flaws (and Advantages/Perks) did to our game was make for some unusual characters with memorable personalities. Only rarely did these "mess up" the game...and usually only for a session or two, until the PC got him/her self killed. Ahhh....Hackmaster. I tellz ya...[I]ridiculously FUN[/I] version of AD&D! It was a normal, serious, "AD&D" campaign most of the time, but a few times each session we'd all have something memorable to talk about! :) Quirks and Flaws definitely helped in that department. (PS: Don't let a player RP a drunk, stuttering half-ogre barbarian with a lisp...it NEVER ends well...) ^_^ Paul L. Ming [/QUOTE]
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