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Old 04-07-2011, 04:47 PM   #13
Stripe
 
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Join Date: Nov 2005
Location: Midwest, USA
Default Re: Can quirks have self-control numbers?

Personally, I would not add them or allow them. But, one of the biggest reasons I wouldn't is because quirks are really just minor role-playing aids. They're fun little things that don't really have too much rules association. Like Mailanka said, they are meant purely for role playing. Use them or don't; not a real big deal.

I'm pretty strict on the whole "it's not a Disadvantage if it's not a disadvantage" thing. For quirks, however, I pay them little to no mind as a GM.

It's been my experience, though, that players role play quirks even better than Disadvantages! So, it's never once been an issue in my 15+ years of GURPS experience.

Quote:
Originally Posted by roguebfl View Post
What makes you think that just because you like Blonds means you have to hit on them? 'scope them out' and appreciated them from across the room is just as much part of the quirk, specially if your character is not in a palce where he could do something about it if the hit worked.
It's called giving an example. That's what Mailanka was doing. What you said changes nothing about his example, which I agree with.
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