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#19 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Or at least, close to it. Another contributing factor is that it's easy to start out meaning to have less disadvantages, and then feel tempted to take more so as to fit something into the character.
For me, designing a character's personality involves some dialogue with the disadvantage system, trying to describe the character without crippling them in play. I try to take "disadvantages I can live with" which doesn't merely mean ones that won't come up often, although I do try to avoid ones that will come up all the time. That's spotlight stealing and annoying for other players. It also includes an element of "No, I can't/won't do that, but why would I want to?/I'm happy enough about that." For the character I most recently started playing, I can remember some of the thinking. He's a boatman in an urban fantasy noir version of 1930s New York, and the campaign started with a heist, which he ended up planning, being the only character with any leadership training, from a period in the Navy. He has:
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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| disadvantage limit, disadvantages, gurps, quirks |
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