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What is the point of GM's notes?
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<blockquote data-quote="hawkeyefan" data-source="post: 8247784" data-attributes="member: 6785785"><p>In my current Blades game, I'm playing a Leech named Haight and his vice is Stupor. The way I've set it up is that he has an academic view of drugs, and he finds that they help him with his crafting. He gets his best ideas when he's under the influence (or at least he thinks he does). And he looks at the spectrological/electroplasm sphere as simply another science and he wants to learn about it.</p><p></p><p>Based on this, I jump at any chance to study or interact with ghosts or other entities. This has come up a few times during play as he's taken risks in those areas that aren't necessarily connected to the Crew's goals, but which put a Score at risk. So far, he's taken a potent drug on a Social Score with the Dimmer Sisters in an attempt to impress them that he can handle himself- the risk being that he'd be too inebriated to help on the social score; on another Score he led some cohorts into an area that was currently besieged by ghosts in an attempt to learn what he could, and to use some equipment provided to him by the Sparkwrights (some of which he kept, which means they may come looking for it in the future). </p><p></p><p>So in these cases, I've been able to mark some XP for introducing complications related to my Vice. I don't know if I'd call that a minor reward or not....it feels pretty meaningful.....but ultimately, it's more about portraying him honestly now that we know who he is. So the XP is just a nice bonus, but really it's like "Oh you know Haight can't resist this" kind of situation.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8247784, member: 6785785"] In my current Blades game, I'm playing a Leech named Haight and his vice is Stupor. The way I've set it up is that he has an academic view of drugs, and he finds that they help him with his crafting. He gets his best ideas when he's under the influence (or at least he thinks he does). And he looks at the spectrological/electroplasm sphere as simply another science and he wants to learn about it. Based on this, I jump at any chance to study or interact with ghosts or other entities. This has come up a few times during play as he's taken risks in those areas that aren't necessarily connected to the Crew's goals, but which put a Score at risk. So far, he's taken a potent drug on a Social Score with the Dimmer Sisters in an attempt to impress them that he can handle himself- the risk being that he'd be too inebriated to help on the social score; on another Score he led some cohorts into an area that was currently besieged by ghosts in an attempt to learn what he could, and to use some equipment provided to him by the Sparkwrights (some of which he kept, which means they may come looking for it in the future). So in these cases, I've been able to mark some XP for introducing complications related to my Vice. I don't know if I'd call that a minor reward or not....it feels pretty meaningful.....but ultimately, it's more about portraying him honestly now that we know who he is. So the XP is just a nice bonus, but really it's like "Oh you know Haight can't resist this" kind of situation. [/QUOTE]
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