06-01-2014, 08:26 PM | #11 |
Join Date: Nov 2011
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Re: Ideal Number of Quirks
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06-01-2014, 09:29 PM | #12 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Ideal Number of Quirks
Quote:
Bill Stoddard |
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06-01-2014, 09:55 PM | #13 |
Join Date: Feb 2005
Location: Austin Texas
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Re: Ideal Number of Quirks
I give out 5 points for quirks but require that the player fill in at least 3 at game beginning. The rest to be filled in as the game continues.
Though I openly admit to using and preferring the 3rd Ed version of quirks. Its 5 points to assist with character definition and can have no real negative. If you find a quirk didn't work we switch it out as part of a gm player conversation. I have found 5 to be the perfect sweet spot.
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He stared out in the distance to see the awesome might of the Meerkat war party. Last edited by mehrkat; 06-01-2014 at 09:56 PM. Reason: darn autoedit |
06-01-2014, 09:55 PM | #14 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Ideal Number of Quirks
I can usually only think of two, maybe three, at character creation unless I intentionally load a character down with multiple Likes/Dislikes for the extra points.
I like the idea of being able to come up with more Quirks after a few sessions and get the points from them then, but I know some GMs are against doing that. I remember an article about ignoring Disadvantage and Quirk limits entirely and simply giving PCs extra points at the beginning while allowing them to take whatever of those respective traits they want and how the experience was generally that players would take 30 in Disadvantages and 7 Quirks once the incentives to take more and the limits to take more were removed, respectively. (Wait, did I really write that whole paragraph as a single sentence? I must be tired.)
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06-02-2014, 04:00 AM | #15 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Ideal Number of Quirks
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Starting the campaign with 7+ Quirks seems to me it'd involve a real risk of forgetting some or even most of them, relative to if you start with a small number and then occasionally more are added from Fright Checks or other similarly rare sources. |
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06-02-2014, 04:01 AM | #16 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Ideal Number of Quirks
The rule of thumb is 7 +/-2. Going for the low end of that span means there's very little risk of players forgetting any of their character's Quirks.
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06-02-2014, 04:03 AM | #17 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Ideal Number of Quirks
I believe it's a somewhat common practice for GURPS to accept a few of the five Quirks being "to be defined later", meaning that the player gets all five CP up front, but he may postpone the definition of a subset of those Quirks, two or perhaps as many as three, by a few sessions, either because he finds it hard to come up with good ones, or because he needs to get a feel for the character first through actual play.
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06-02-2014, 04:22 AM | #18 |
Join Date: Jun 2006
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Re: Ideal Number of Quirks
Keep in mind everybody also needs to keep track of their disadvantages, the distinction between them and quirks is really arbitrary, and the GM needs to keep up with them for several players. And one of the problems with limits based purely on counting the number of them is that not all combinations are as hard to remember. If you are using three or four disadvantages and quirks to describe the same underlying problem (e.g. since the Trees incident I dislike elves, and druids, and refuse to accept jobs that involve going into a forest, and laugh maniacally and babble a little about you bastards deserve this whenever I start a wood fire...) the conceptual load is really one thing, not three or four.
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-- MA Lloyd |
06-02-2014, 05:08 AM | #19 | |
Join Date: Feb 2014
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Re: Ideal Number of Quirks
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I've often toyed with the idea of having a 2-pt mandatory leveled social disadvantage (Quirky,very quirky, extremely quirky) for PCs who take (or are assigned) extra quirks. It would give a -1 per 5 extra quirks to social situations where someone is aware of the number of quirks you have (-1 for 10, -2 for 15, etc). Thus, it really only effects people who have interacted with the PC for extended periods (an innate accessibility limitation on the social disad, accounting for the price of 2). Quirky people seem more "normal" to me than those with lots of outright disadvantages. |
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06-02-2014, 09:49 AM | #20 |
Join Date: Jun 2006
Location: On the road again...
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Re: Ideal Number of Quirks
I tend to look at the "five quirks rule" as a guideline, not a hard and fast Rule. I've had characters with only a single quirk, and some where they needed 7 or 8 to get the personality right.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
Tags |
house rules, power-ups 6, quirk, quirk limit, quirks |
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