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Old 07-11-2010, 08:53 PM   #18
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: Are quirks officially counted as disadvantages?

Quote:
Originally Posted by Ze'Manel Cunha View Post
Not objective reality, I'm stating that the #2 item on your list is inconsistent with disad limits.

Now you may choose to not to believe that, but that just goes to the unknown unknows thread, it's not rude for me to point out truth.p
It isn't truth, it is your opinion. Just because you believe it doesn't make it so--and certainly not for people who aren't you.

Quote:
Originally Posted by Ze'Manel Cunha View Post
I haven't heard any explanation from you why you'd hold hard to an optional disad limit rule at the cost of character creation and player involvement, you simply stated "Restrictions can be aids to creativity in much the same way that Shakespeare created magic while still adhering to the sonnet form." which statement reads as antagonistic and indicative of a power play control dynamic as all get out.
I hold to the disad limit rule because it has never had a negative impact on character creation or player involvement in any of the games I have GM'd in all of the 22 years I've been GM'ing GURPS so why wouldn't I go with what is recommended in the book. My players appreciate knowing what the character creation guidelines are. That gives them building blocks to work with. Then they create awesome things. GM's oversee and determine certain things in a game. That is their job. Having responsibility to oversee certain things does not equal antagonism. When I was the facilitator for a support group, it was my responsibility to manage that discussion...that in no way meant I has an antagonistic relationship or some kind of power trip over the people in the support group.

If having starting point limits, or disad limits, or limits as to if a game were cinematic or realistic, or any of the other many things GMs decide ever caused problems, I'd think about doing something different. But it never has. I've continued to have rich and interesting PCs with players who are involved and happy...and I am happy to facilitate their fun and explore interesting stories.

Sometimes I've had problem players, but never has the problem had anything to do with starting point limits or disad limits. So why wouldn't I keep using the rules that are recommended? They have never caused problems, all players are treated equally, and players have a set of parameters to aid them in their creative process. Win-win all around. In my experience.

Now if you don't want Disad limits, and that works in your campaigns, good for you. I'm not going to judge your campaigns.
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