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Old 07-11-2010, 10:30 PM   #11
Ze'Manel Cunha
 
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Join Date: Jan 2005
Location: Stuttgart, Germany
Default Re: Are quirks officially counted as disadvantages?

Quote:
Originally Posted by Crakkerjakk View Post
Sure, but that requires that the definition of "Y" is "someone who molests X." Claiming that people who use a portion of the rules as written of GURPS are automatically bad GMs is so ludicrous a statement as to be farcical. The problem is you're the one claiming that "someone who molests X" is not the definition of "Y."
First of all, the optional disad "suggestion" is not RAW, there are lots of optional suggestions, that's mainly what sticks in my craw, when people go on and on about equating an option with RAW.
(Bad reaction modifier, quirk level. *grin*)

Secondly, I never said people who use that lame optional disad suggestion are bad GMs, I said using them is"an indication of a bad GM player dynamic", grammatically the adjective bad in that sentence is a modifying the word dynamic, not the word GM.
I went on to describe two of the leading causes of that bad dynamic, antagonistic GMs, which BTW is a style thing and pretty common with many gaming groups, and ham fisting due to being burned by Munchkin players, which again is a style thing and very common in many groups.

Nowhere in there did I say an antagonistic GM is a bad GM.

However, if I was in your game and came to you with a character concept for a 100 point campaign with a PC which had say ST 9, DX 9, IQ 12, Per 10, Will 10, Sense of Duty (Friends), Duty and Code of Honor (Professional) only to have you turn around and tell me to boost something because you wouldn't allow that many disads in your campaign, then I would say that you have a clear problem with your player GM dynamic and that you have a need to strut, so I'd take it as a get out of Dodge card because I know I wouldn't want to play on the rails you're setting up.
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