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Old 12-01-2008, 06:47 PM   #53
Johnny Angel
 
Join Date: Nov 2008
Location: Pennsylvania
Default Re: New to GURPs; not sure where to start

Quote:
Originally Posted by whswhs
Yes, it is, but if they put a mental disadvantage down on their character sheet, it's not YOU telling them how to roleplay; it's THEM telling you that they intend to roleplay a certain way. If they don't actually want to roleplay the trait, it's their responsibility not to take it.

Certainly, it's possible to take a mental disadvantage with a (15), which means the character will nearly always resist it, or a (12), which means they'll resist it the majority of the time. But on the other hand, if the player is constantly saying, "I don't want to have my character go out looking for a party!" they really shouldn't have taken Compulsive Carousing in the first place. At the very least, they ought to roleplay being tempted and struggling with their own desires.

Players don't always realize this; a certain type of player mentality looks at Bloodlust and thinks "That could get me an extra 20 points to spend on weapons skills!" and doesn't think about being required to go for killing blows all the time, or cut the throats of the fallen, or whatever. And then they either don't use deadly force, or use it and expect there to be no consequences. It's your job as GM to make it clear to them that they will be expected to roleplay whatever they put on their character sheets . . . so they had better make sure that's what they want to roleplay.

Bill Stoddard

If I gave points for it and it was on their sheet, then, yeah, I would enforce it since they are getting a benefit from it.

What I was saying earlier was that in general I'd rather have my players roleplay minor quirks willingly rather than have mechanics attached to them. In the case of things such as a fear of heights, bloodlust, extreme greed, and things of that nature I would strongly enforce those because those seem like stronger mental compulsions to me. I guess what I'm trying to say is that I wouldn't want to be a total character-nazi about minor quirks...especially when trying to introduce new people to the system. That's not to say I would be a push over; I would enforce things if people were gaining a benefit from it, but I generally prefer that minor quirks be roleplayed willingly.





I've been talking to some more of the regular group, and they seem even more open to trying something new than I imagined. They especially seem receptive to the idea of doing a modern campaign. I think it will be refreshing for the group to step away from the fantasy genre for a night or two. We all enjoy it, but we've been playing pretty much the same type of game for a few years, so it will be nice to try something different.
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