Quote:
Originally Posted by Tuk the Weekah
I go one step further and tell my players "do not take any disads that you don't want to play, because I take all Disads [and Advantages] as requests."
Just like it's good form for a GM to let the player who can see in pitch black opportunities to "shine" in the dark, I think it's bad form for the GM not to use the weaknesses the player thought would be interesting. If as player likes to charge to the rescue and takes Bucky, the Boy Hostage as his Ally/Dependent, then I feel it is my duty as GM to make sure that Bucky is kidnapped by villains often enough to make it count.
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A Thing I Always Say (™ Ken Hite and Robin Laws): anything that goes on your character sheet, anything that distinguishes your character from the baseline, is a device for receiving spotlight time and GM attention. Doesn't matter whether the value is positive or negative: Super Strong Guy gets to bend bars and punch people, Post-Combat Shakes Guy gets to twitch and wibble once the fight is over. Which is why it's necessary to set a disadvantage limit.