01-15-2023, 07:29 PM | #11 | |||
Join Date: Jun 2006
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Re: Sanity and other Soul-shaking horrors
They are, but they aren't free from roleplaying options. For example:
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There's a range of options and approaches available even for most of the extreme phrasings (which I think are intended to be suggestive anyway, though I know some people disagree on that). Even if you disagree though, failing a disadvantage check doesn't usually force you to take the *most* insane action with the worst possible consequences, you do get a degree of choice most of the time.
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-- MA Lloyd |
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01-15-2023, 08:26 PM | #12 |
Join Date: Jun 2022
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Re: Sanity and other Soul-shaking horrors
If you take them at a 6 or less sure. But if you buy them at a reasonable level, then when you do decide to resist the Disadvantage, the Character is usually capable. But if the Player doesn't want to be hamstrung by their disad, maybe they shouldn't take that disad?
Take it as a Quirk, where it's always resistible and is just personality flavoring. |
01-15-2023, 09:05 PM | #13 | |
Join Date: Jan 2008
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Re: Sanity and other Soul-shaking horrors
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Again, the issue is that the only situational modifier is for the strength of the stimulus, not the context or consequences of indulging. It undermines roleplaying. I agree that taking quirk-level only is one possible solution, but as a GM I mourn that solution because traits like Cowardice and Greed are conceptually quite interesting. Hence the house rule to make them more attractive to roleplayers. Last edited by sjmdw45; 01-15-2023 at 09:09 PM. |
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01-15-2023, 09:47 PM | #14 |
Join Date: Nov 2006
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Re: Sanity and other Soul-shaking horrors
I will say one thing and when using Lovecraftian madness with DF I think phobias like fear of tentacles or darkness is sort of lame for a PC failingFright checks for interacting with Elder Things.For one thing the PC can’t really do anything and DF is all about action so instead I like disadvantages that make the PC alien to the mortal realm and also give him compulsions to interact with Elder Things. Having a PC develop a craving for human flesh seems like something a PC might develop from reading Eldritch tomes or casting spells to summon Elder Things. Or maybe the PC wants to dissect others when he sees that they are injured? And of course the PC will develop a compulsion to read more Eldritch tomes and spell books when he sees them and will feel a compulsion to want to play with any Lovecraftian artifact that he finds or try to summon any Elder Thing he can from a spell book and desire to communicate with Elder Things. If he is a wizard he will try to use gate magic to go to the dimensions that Elder Things live on. He might even get a split personality where the fragments of the consciousness of Cthulhu take over his mind from time to time and of course the PC will do monstrous things to his fellow PCs. Anyway, I like the idea of interacting with Things Man was not meant to Know turn the PC into an alien monster instead of just cowering in terror when he sees an octopus.
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01-16-2023, 05:37 PM | #15 | ||||
Join Date: Jun 2022
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Re: Sanity and other Soul-shaking horrors
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But yes, if you plan to never resist your compulsions, then of course take the most severe. I've done this on characters where I wasn't ever going to have them resist their flaws. I also routinely add Limitations and Enhancements on these types of Disads to flavor them, curtail them, and make them worse. Quote:
But this is where I feel having a GM involved is the magic: I see there as being a vast gulf between "Make a self-control roll when presented with a tempting morsel or good wine that, for some reason, you should resist" and "Make a self-control roll when presented with a tempting morsel or good wine that will kill you if you if you eat it". Especially at a -5 cost. But then again, I also add bonuses and penalties to Self-Control rolls. The Glutton (SF 12) is present with Fugu prepared by a world famous chef, in a top tier restaurant, with EMTs on stand-by? I'd penalize the attempt to resist, probably at a -8 and a reduction in exp for the session for even trying to resist. Inversely, Fugu prepared on a back-alley vendor cart, by a palsied chef, with no hospital within an hour drive? I'd probably give them a +10 to the roll and extra exp if they didn't roll and just indulged... Quote:
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Works perfectly for Fright Check situations too, instead of running in terror, the PC has a penalty to all actions that aren't running in terror (or whatever the result of the Fright Check was). I've even built leveled Perks and Quirks based on overcoming Fright Check penalties. |
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01-16-2023, 07:07 PM | #16 | |
Join Date: Jan 2008
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Re: Sanity and other Soul-shaking horrors
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"Self-control rolls are subject to modifiers. Exceptionally mild or severe stimuli can give bonuses or penalties; drugs, magic, pain, and countless other things can influence your resolve. See the disadvantage description for specific exam-ples." -Adventurers pg 55The descriptions use language strongly suggesting that consequences are not among the factors that influence self-control rolls; only stimulus strenth and things like drugs, pain, and magic that weaken will. Descriptions underline this by giving no examples of bonuses for consequences or context, except in rare cases where the disadvantage interacts with another disadvantage (Greedy -> Honesty), NOT other character traits (Greedy -> honesty, or lechery -> honesty). Hey, good for you. But someone who reads Adventurers pg 55 won't have any way to know not to follow the rules as written. That's what I'm pointing out to readers of this thread. Glad we agree. Last edited by sjmdw45; 01-16-2023 at 07:18 PM. |
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01-17-2023, 04:41 AM | #17 |
Join Date: Feb 2005
Location: Panama
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Re: Sanity and other Soul-shaking horrors
In the list of things that modify a self control roll you missed the part that says "and countless other things".
As a GM you can modify the roll because the consequences are particularly harsh. One key aspect to interpret RPG rules is not too get to fixated in what is written in those rules. As a GM you must make the game and rules make sense, if something don't make sense adjust it, the rules are tools, use them for good effect. |
01-17-2023, 07:54 AM | #18 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Sanity and other Soul-shaking horrors
In decades of playing GURPS with many hundreds of players, I've never yet played at a table that was super-literal about running disadvantages, though I read about it online frequently. But, one important RAW-compliant way to overcome mental disadvantages in DFRPG is a Sense of Duty:
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I do like the idea of taking a penalty to success rolls in lieu of succumbing. That definitely fits the spirit of the rules. |
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01-17-2023, 03:46 PM | #19 |
Join Date: Jun 2022
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Re: Sanity and other Soul-shaking horrors
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01-26-2023, 05:49 AM | #20 | ||||||||||
Join Date: Jul 2021
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Re: Sanity and other Soul-shaking horrors
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Now lets say the proposal was to murder the PCs cheating wife, who he no longer loves ... Now even if the PC takes the deal, there is a time factor involved. Initially he agrees to the deal. That doesn't mean he carries out the murder, just that he agrees to do so initially. A lot can happen in the time it takes to plot the murder ... He can roleplay the actions initially and change his mind later. Quote:
Lots of modifiers, but if you crit fail, off to Baskin-Robins. Again time alters things so will you may have a +10 modifier today, as time goes buy things may swing the other way. A huge feast is before you (Thanksgiving in the US perhaps) ... Quote:
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What you list are consequences when player wants to AVOID roleplaying the disadvantage. It's extreme because it is going to the worst case scenario. So the player SHOULD roleplay the disad and not go there! |
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