Re: [Basic] Disadvantage of the Week: Sense of Duty
Both as a player and a GM, I have never played a game where it was not a hard, non-negotiable requirement to have Sense of Duty (Adventuring Companions).
It is a bit heavy handed to be able to override the player on what the character does, but I have yet to run a game where inter-party conflict is wanted, so I am glad that this advantage exists. It puts actual rules to the sometimes unwritten and unspoken rule that the PCs will always have each others' backs and will not betray each other.
Other uses of Sense of Duty come up occasionally, mostly when wanting something self-imposed that is more flexible than a Vow.
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