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#1 |
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Join Date: Jan 2006
Location: London, UK
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I don't really play GURPS often , but often help out other GMs with stuff & sometimes sit in on games to play an NPC etc .
Going over PC builds & character sheets in last few years , I've noticed the amount & bizarreness of Quirks growing rapidly . In fact a couple of GM friends have questioned whether they should even allow some . A few of the odder examples : Always wears socks inside out . Deeply attracted to any female named 'Emma' / male named 'Malcolm' . Must eat at least two bananas a day . Gets stressed if they cannot . Terrified of Koalas - despite being based in late 19th Century South America . Dislikes odd numbers , but '5' is okay ... Despite zero evidence , believes various in game FICTIONAL Characters are homosexual ... Always gets lost in a specific town/city - even though they hardly visit there . Still uses a VCR . Collects the protective wax off Cheese whenever possible . Makes miniature sculptures from it . Always uses ridiculously obscure nicknames for other people , so that hardly anyone else knows who they are talking about . Will only eat branded beans . Goes mental if duvets are mentioned ... Always goes to the wrong Station/Airport/Library when collecting someone or something . Worries constantly about the Heat Death of the Universe . Must ALWAYS play 'blue' in boardgames . Prefers to have AT LEAST two backups for most household objects . Makes and stores homemade jam - never eats it ... Despite living in a fantasy setting , deep down doesn't really believe in magic . Has perfect hearing but likes to watch television with the sound off & subtitles on . Travels with own toilet seat ... Some of these are based on their own quirks or those of people they know . Others are possibly chosen to wind up the GM - the 'separate refrigerators for each family member' saga went on for years & became a legend in one gaming group . Just trying to get an idea of what others would agree are acceptable , plus some of the stranger quirks others have encountered ?
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Five Gauss Guns on a Camper !!! The Resident Brit . Last edited by Racer; 02-18-2019 at 03:01 AM. |
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#2 | |
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Join Date: Jul 2013
Location: Siberia
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As the number of Quirks is usually very limited, I don't really care about them not being restrictive for a character at all. They encourage players to flesh out their characters, and the more characters are fleshed out - the better.
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#3 |
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Join Date: Apr 2018
Location: Trondheim, Norway
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As a GM, I may veto quirks that I'm reasonably certain will never come up in play in a meaningful way (like the Koalas). And I won't go out of my way to make one PC's quirk relevant (like creating a bunch of NPCs named Emma/Malcolm). If it fits the theme of the PC perfectly, I'll allow one completely irrelevant quirk, because it fleshes out the character, as Xakaz put it.
I broadly categorize quirks either as role playing quirks (affects how the player role plays the character) or rules quirks (affects stats or die rolls). A role playing quirk shouldn't come up (or be brought up) too frequently, because I feel that disrupts the flow of the game. I prefer it if my players have at least a couple of role playing quirks, but I won't enforce this unless some of the suggested quirks are obviously out-of-character. I don't mind some quirks being silly in an otherwise "serious" campaign, as long as they don't become too pervasive. In the current campaign where I'm a player, my character has the following quirks:
By the way, having a fantasy-setting character not truly believing in magic would qualify them for Mundane Background. To the annoyance of a mage I played earlier, such people can't supply FP for spells...
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You don't need to spend 100 CP on Status 5 [25] and Multimillionaire [75] to feel like a princess, when Delusion [-10] will do. Or, you can run so far away that Status and Wealth don't apply anymore... Character sheet: Google Drive link (See this thread for details.) Campaign logs: Chaotic Pioneering / Confessions of a Forked Tongue / A Doe Among Wolves |
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#4 |
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Join Date: Jan 2006
Location: London, UK
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Just been messaged another one :
Swing Phobia : absolutely TERRIFIED by swings - but strangely has no problems with climbing ropes ! Rope swings they can go either way ... And a real life one I forgot about : Can't sit backwards on any transport . Motion sickness isn't a problem , moving backwards just makes them 'feel odd' .
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Five Gauss Guns on a Camper !!! The Resident Brit . |
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#5 | |
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Join Date: Mar 2006
Location: Iceland*
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I know intellectually that this is unlikely and even those few times children do injure themselves on swings, it's rarely serious and I've never even heard of anyone being killed (though I don't doubt it has happened somewhere, pretty much every single object in the world has probably killed someone at some point. I can even manage to restrain myself from forbidding my nieces and nephews from playing in a swing, because to punish them for my irrational terror would be wrong. But I still can't watch them or any other child play in a swing. I have to look away to avoid witnessing the horror and I've got a sinking feeling in my stomach the entire time, even to the point of being queasy and having difficulty breathing.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#6 |
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Join Date: Aug 2005
Location: Denmark
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I'm with the others. I'm not really harsh when it comes to quirks. In fact I tend to allow people 5 pts from quirks even if they do not fill them out right away. Then they are open to be filled out during play (sometimes heavily encouraged by other players).
However I would veto Quirks that would never come into play. Or Quirks that are really played as full fledged disadvantages. But basically if I can imagine a situation, however contrived, where the Quirk could come into play. I would probably allow it. For instance. The "wears sock inside out". (From Finding Forrester). My initial reaction is "No. That's a character trait, not worth a quirk". But then, giving it a minute I could see it coming up in a situation where people are in a disguise or someone is impersonating the character or something like that. I can just imagine a scene where the characters are going undercover as soldiers and an officer notice that characters socks being wrongly on and chewing him out for it, causing unwanted attention. And so I would allow it. It might never come up, but I would look for an opportunity for it to happen. |
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#7 |
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Join Date: Feb 2014
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You’re missing a chance to have a giant koala on a billboard or eucalyptus trees above a place the characters must rest. Being deathly afraid of something that doesn’t come into play is why it is a quirk and not a phobia.
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#8 | |||||||||||||||||||
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Join Date: Aug 2014
Location: Snoopy's basement
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I'm pretty lenient with quirks. I don't htink they need to be particularly disadvantageous as long as they promote role-play. Here's my take on these:
Kind of insufficient influence in play. Might allow it among four other more substantial ones. Quote:
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#9 | |
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Join Date: Jan 2006
Location: London, UK
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Despite zero evidence , believes various in game FICTIONAL Characters are homosexual ...
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Think it was based on an old school acquaintance who seemed to think half of British Soap Opera Characters are homosexual , despite no evidence over 10+ years in some cases ... Just very odd & gaming group had a good laugh about it when it was mentioned .
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Five Gauss Guns on a Camper !!! The Resident Brit . Last edited by Racer; 02-19-2019 at 01:12 PM. |
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#10 |
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Join Date: Jan 2017
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A couple of these could be turned into a benefit. Example, a modern game featuring evidence of something found on a VCR tape that could only be viewed because the "Still uses a VCR" person was the only one that had a VCR player readily available.
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| Tags |
| quirk, quirks |
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