dbm
Savage!
Legend in the Mist has an interesting take on this sort of thing.
Each character has four ‘themes’ which define them. These can represent their skills, background, equipment, friends - all sorts of things. Each theme has three positive tags and one weakness tag. When the GM calls for a roll, tags are identified which are relevant based on the fiction, including both positive and negative ones. If a weakness comes into play, then the player may mark off an ‘improvement’ against that theme. Get a third ‘improvement’ and you can indeed improve the theme. So character progression is driven by overcoming your weaknesses.
This seems like an easy to use system as you would be considering weaknesses when toting up your ‘power’ for a specific action. The player has to explain why the tag is relevant to the fiction and action, and the table generally decides if that is reasonable or not.
That’s (as I understand it) the only mechanical impact of weaknesses, though you can of course use them to inform your roleplaying of your character.
Each character has four ‘themes’ which define them. These can represent their skills, background, equipment, friends - all sorts of things. Each theme has three positive tags and one weakness tag. When the GM calls for a roll, tags are identified which are relevant based on the fiction, including both positive and negative ones. If a weakness comes into play, then the player may mark off an ‘improvement’ against that theme. Get a third ‘improvement’ and you can indeed improve the theme. So character progression is driven by overcoming your weaknesses.
This seems like an easy to use system as you would be considering weaknesses when toting up your ‘power’ for a specific action. The player has to explain why the tag is relevant to the fiction and action, and the table generally decides if that is reasonable or not.
That’s (as I understand it) the only mechanical impact of weaknesses, though you can of course use them to inform your roleplaying of your character.







