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Silly Character Drawbacks
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<blockquote data-quote="MGibster" data-source="post: 8556837" data-attributes="member: 4534"><p>I'm hard pressed to think of the worst because it's been a few years. When I ran Vampire 5th edition, one of the players wanted their character to be terrified of birds. i.e. A phobia. Unfortunately there were wasn't anything in the rules to support such a phobia at the time. So I talked to the player and explained the situation with the rules and went on to say that the campaign was set in San Francisco and since the PCs only go out at night running into birds just won't happen often enough to justify receiving extra points for it. Now they did run into an NPC who had a pet bird that sat on her shoulder, and the PC played it up that she was terrified of this animal so that was a lot of fun. </p><p></p><p>In general, it's a good idea to go over drawbacks with players to make sure they fit into the game. In GURPS, one of the possible drawbacks was Weirdness Magnet where weird things, such as the world's only talking dog finding you and telling you their problems, frequently happens to your character. That might work in some campaigns but wouldn't work in others. Best to talk to people and see if you can work out a drawback that fits in with the game and the character concept.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8556837, member: 4534"] I'm hard pressed to think of the worst because it's been a few years. When I ran Vampire 5th edition, one of the players wanted their character to be terrified of birds. i.e. A phobia. Unfortunately there were wasn't anything in the rules to support such a phobia at the time. So I talked to the player and explained the situation with the rules and went on to say that the campaign was set in San Francisco and since the PCs only go out at night running into birds just won't happen often enough to justify receiving extra points for it. Now they did run into an NPC who had a pet bird that sat on her shoulder, and the PC played it up that she was terrified of this animal so that was a lot of fun. In general, it's a good idea to go over drawbacks with players to make sure they fit into the game. In GURPS, one of the possible drawbacks was Weirdness Magnet where weird things, such as the world's only talking dog finding you and telling you their problems, frequently happens to your character. That might work in some campaigns but wouldn't work in others. Best to talk to people and see if you can work out a drawback that fits in with the game and the character concept. [/QUOTE]
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