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#3 |
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Join Date: Apr 2018
Location: Trondheim, Norway
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As a GM, I may veto quirks that I'm reasonably certain will never come up in play in a meaningful way (like the Koalas). And I won't go out of my way to make one PC's quirk relevant (like creating a bunch of NPCs named Emma/Malcolm). If it fits the theme of the PC perfectly, I'll allow one completely irrelevant quirk, because it fleshes out the character, as Xakaz put it.
I broadly categorize quirks either as role playing quirks (affects how the player role plays the character) or rules quirks (affects stats or die rolls). A role playing quirk shouldn't come up (or be brought up) too frequently, because I feel that disrupts the flow of the game. I prefer it if my players have at least a couple of role playing quirks, but I won't enforce this unless some of the suggested quirks are obviously out-of-character. I don't mind some quirks being silly in an otherwise "serious" campaign, as long as they don't become too pervasive. In the current campaign where I'm a player, my character has the following quirks:
By the way, having a fantasy-setting character not truly believing in magic would qualify them for Mundane Background. To the annoyance of a mage I played earlier, such people can't supply FP for spells...
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You don't need to spend 100 CP on Status 5 [25] and Multimillionaire [75] to feel like a princess, when Delusion [-10] will do. Or, you can run so far away that Status and Wealth don't apply anymore... Character sheet: Google Drive link (See this thread for details.) Campaign logs: Chaotic Pioneering / Confessions of a Forked Tongue / A Doe Among Wolves |
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| Tags |
| quirk, quirks |
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