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#13 | |
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Join Date: Nov 2005
Location: Midwest, USA
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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:
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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| Tags |
| quirks, self-control number |
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