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Old 10-14-2017, 05:34 AM   #16
Orsino
 
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Join Date: Aug 2004
Location: Greater Etlanna
Default Re: [Basic] Disadvantage of the week: Amnesia

Quote:
Originally Posted by evileeyore View Post
...Each time either the Amnesia wasn't that important (it was a plot lever to get the campaign rolling and was 'solved'** rather quickly)...
"Solved" is a good word. These Disadvantages are requests for mysteries to solve in play, and an implied pledge on the player's part to investigate. If we're demanding the GM design all or part of our backgrounds, we need to do our best as players to uncover those secrets so that effort won't be wasted--not just to fill out the character sheet, but to make good story.

It's a lot of work for that GM. Whereas the honor system is fine for other players who are making their own voluntary control rolls, the GM is going to need to puppet you a bit. S/he'll make secret rolls for you, and direct you to hang back, invert, or lunge for certain activities that your character is attempting. Maybe you spent points in First Aid or doctoring, but if Callous is one of your secrets, the GM should belay your attempts at a good bedside manner, or urge you to move on from danger despite the presence of wounded innocents. Eventually, you figure it out and start making your own control rolls and decisions, taking back that duty from the GM.

Rule Zero says we should also make that journey fun for the other players, too, and not just use Amnesia as an excuse to be an uncooperative jerk/snowflake.
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