Quote:
Originally Posted by DocRailgun
Isn't this pretty much the behavior expected of a normal, well-adjusted person (human or otherwise) or at least of a "civilized" person?
I "respect the law" in real life but I've driven over the speed limit before, I've jaywalked, and I've ignored street lights/stop signs ehen the road is too icy to safely stop.
I don't steal or cause harm to innocents and I wouldn't ingore pleas for help if I was able to, even to the point of putting myself in danger... and I expect that other people are going to act this way too. People who don't are sociopaths or criminals.
A Disadvantage has to make life difficult or it's just a quirk. At best this is a zero point campaign feature. If you want it to cost something I would want it to be like the PC has an obsessive need to find out what the local laws are and follow them to the letter, never try to barter (because that would be cheating and causing harm to others) and offer to help those in need with all resources at tbe PC's disposal, no matter how terrible the supplicant. ("I know he massacred thousands of viegins and bathed in their blood but I had to help him escape to that safe haven because he begged me sincerely").
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Pacifism: Reluctant Killer or Cannot Harm Innocents or Cannot Kill are things we expect from normal well-adjusted people too.
Following the law - not stealing, not murdering, not beating people up where convenient, no breaking and entering to search for clues - is a fairly significant limitation for an
adventurer. Things that are not really restrictive to you or me would be very restrictive to the majority of GURPS characters.
Your examples would include Vow: never refuse a request for aid [-15], Fanaticism: local law [-15] (to reflect the obsessive need) and Delusion: haggling is harmful [-5 or -10]