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virtue/vice to increase roleplay
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<blockquote data-quote="BiggusGeekus" data-source="post: 2526556" data-attributes="member: 1014"><p>My experiences....</p><p></p><p>* A disadvantage that is not a disadvantage is not a disadvantage. Here's an extreeme example that I just made up:</p><p></p><p>Grouchy</p><p>Penalty: you are in a bad mood all the time.</p><p>Bonus: You can rage like a barbarian twice a day.</p><p></p><p>See that? The character gets to act like a jerk and in exchange, he can rage. This is a no-brainer.</p><p></p><p>* All penalties should affect the numbers on the character sheet.</p><p></p><p>I came up with a homebrew set of disadvantages for my old shadowrun game. They sucked. For example, I used the old Champions disadvantage of having a dependant. PCs took that and suddenly I have to work in everybody's made up NPC into all the games and it didn't even do anything. Instead of going on an adventure for money, they went on it to save dear old Aunt May and scored the money anyway. This isn't a movie or book, it's an RPG. Make sure the penalties affect only the numbers on the character's sheet.</p><p></p><p>* People will tend to suck at things they already suck at.</p><p></p><p>For example, let's say a wizard takes a feat that gives him -2 to hit in melee combat. So what? The guy's a wizard! Sure, there are times he's going to want to hit in combat, but not very gosh darn often. Who cares? Again: a disadvantage that is not a disadvantage is not a disadvantage.</p><p></p><p>* Don't reward with extra goodies. Reward with exp. </p><p></p><p>The 7 Seas game did this and I think it's a good idea. Let's say the character has a flaw. Whenever the player activates the flaw and it negatively affects the numbers on his sheet during a time when he needs those numbers, he gains more exp for the encounter. This puts the flaw under player control and he essentially earns exp for roleplay.</p><p></p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2526556, member: 1014"] My experiences.... * A disadvantage that is not a disadvantage is not a disadvantage. Here's an extreeme example that I just made up: Grouchy Penalty: you are in a bad mood all the time. Bonus: You can rage like a barbarian twice a day. See that? The character gets to act like a jerk and in exchange, he can rage. This is a no-brainer. * All penalties should affect the numbers on the character sheet. I came up with a homebrew set of disadvantages for my old shadowrun game. They sucked. For example, I used the old Champions disadvantage of having a dependant. PCs took that and suddenly I have to work in everybody's made up NPC into all the games and it didn't even do anything. Instead of going on an adventure for money, they went on it to save dear old Aunt May and scored the money anyway. This isn't a movie or book, it's an RPG. Make sure the penalties affect only the numbers on the character's sheet. * People will tend to suck at things they already suck at. For example, let's say a wizard takes a feat that gives him -2 to hit in melee combat. So what? The guy's a wizard! Sure, there are times he's going to want to hit in combat, but not very gosh darn often. Who cares? Again: a disadvantage that is not a disadvantage is not a disadvantage. * Don't reward with extra goodies. Reward with exp. The 7 Seas game did this and I think it's a good idea. Let's say the character has a flaw. Whenever the player activates the flaw and it negatively affects the numbers on his sheet during a time when he needs those numbers, he gains more exp for the encounter. This puts the flaw under player control and he essentially earns exp for roleplay. Happy gaming! [/QUOTE]
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