Re: [Basic] Disadvantage of the Week: Fanaticism
Fanaticism can also be a really easy way to get an adventure rolling.
In my group's multi-GM DF game, I have a cleric with extreme fanaticism. Several adventure hooks have been nothing more than a letter or messenger from the church telling her where to go or what to do. There is no question or hesitation; she just goes. Other disadvantages can work this way too: Vow and Sense of Duty come to mind.
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