03-07-2019, 12:18 PM | #11 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Disads: the Second Best CP Deal in GURPS
Quote:
It seems to me, if players and GMs want to mimic many (I might even say most) fictional protagonists in media with even the slighest action-adventure-y bent, the characters ought to have reasons for behaviour that is, in the context of real reality, profoundly risky, stupid and against all reasonable regulations. Staid, solid characters may work for a one-shot adventure where some contrivance places them in harm's way, but if they are meant to be center stage in a new madcap escapade every week, they'll need some careful thought as regards motivation and plausibility. Frankly, I find solid and staid characters only work as adventuring protagonists when paired with one or more characters who made Self-Preservation and Rationality their dump stats, as well as strong reasons to follow their more adventure-prone allies into one folly after another.
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Tags |
disadvantage limit, disadvantages, gurps, quirks |
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