Quote:
Originally Posted by Agemegos
And I suggest keeping it simple. Give each character one schtick.
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The one-schtick-per-character thing in Feng Shui was a gigantic turnoff for me, and can easily come to look like AD&D, where most character classes are defined by merely two things: How well they fight, and the one other thing they can do that's not about fighty stuff but has to do with occasionally encountered dungeon hurdles.
GURPS is the
exact opposite of AD&D. And by GURPS I mean all GURPS, including Dungeon Fantasy.
Real people are about combinations of schticks. Ignoring those action movies where the hero always coincidentally can do whatever it is the plot requires, that's how larger-than-life heroes work, and why they fascinate and impress. Because they've got
several items of coolness on their character sheets.