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#1 | ||||
Join Date: Jun 2018
Location: The Wired
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As written, the Obsession disadvantage seems a bit odd. It has a diegetic description, and it has mechanical effects, but the description has a lot of details that don't seem to follow from how the disadvantage actually works, and have some pretty weird implications for roleplay. Bold emphasis mine, italic emphasis sic:
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the "kooky nutcase" type of disadvantage that dictates characterization and derives its point value from reaction penalties that result from the behavior it leads to. The next paragraph begins with a statement that, seems to describe a something really extreme: Quote:
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How do you interpret this disad? The bit about the obsession needing to motivate all of your action for to me like ungeneric fluff: Without it, the disad becomes a fill-in-the-blank character motivation in the form of a long-term goal that requires an SC roll any time you want to take a course of action that interferes with or sets back this goal, passes up an opportunity to make major progress on that goal, etc. Last edited by VIVIT; 10-27-2022 at 08:23 AM. |
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#2 | |
Join Date: Jun 2006
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It amounts to either most of your day needs to be spent doing something relevant to your goal, or you need make a roll not to. If the party wants to take a job that doesn't advance it, you roll every day not to leave the party, probably forever. That's crippling enough in a cooperative game to more than earn the points.
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-- MA Lloyd |
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#3 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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We must remember that this is a game rule, not an element in a life simulator. When it says "You must rationalize all of your actions as an attempt to reach your goal," remember that "your actions" refers to the actions that you direct your character to take during the game. You don't need to announce your rationalization for eating and drinking every time you eat and drink, but if someone asked you why you're stopping to eat and drink instead of marching on to accomplish your goal, you certainly would say that you need to eat and drink to stay alive and accomplish your goal. (And, of course, you aren't required to discuss your Obsession with others. "Why are you stopping to eat when the Dark Lord you want to kill still lives?" "Shut up, I'm eating.")
The purpose of the disadvantage is twofold, as with most mental disadvantages with control rolls: to give players a hook for roleplaying that will earn them bonus character points when they play it up, and to force characters to take actions that the player got extra character points for saying they'd do. Obsession works according to these two purposes perfectly: players have the goal they're Obsessed about as a roleplaying hook, and the Obsession forces their characters to sometimes take actions they don't want them to take. The problem with "all actions" needing to be justified isn't with Obsession, it's with the perverse player who wants to poke at the rules and say, "Oh yeah? Do you have to justify going to the bathroom? Do you have to justify every breath? Do you have to justify wearing purple socks instead of pink socks?" The insanity comes from these ridiculous questions, not from the disadvantage. If you just take the disadvantage as it's obviously meant to be taken, where the character has an overriding motivation for what they do, there's no problem with Obsession. But yes, if you have an Obsession, then any action you want to take that deviates from that goal must pass a control roll. What constitutes deviation may not be clear-cut: walking a mile to the south when your Obsession is about something to the north may not be a deviation if going south helps you make progress toward accomplishing your goal. Obsession doesn't mean stupidly charging headlong toward an overpowering enemy if the goal is to defeat them. |
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#4 | ||||
Join Date: Jun 2018
Location: The Wired
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Your interpretation of Obsession seems like a decent one, but I'm not getting it from the text at all. I would ask how you're getting from "all actions" to whatever specific subset of actions you believe that clause to refer to, but I know that would be missing the point, so instead I'll ask: What is the point? What should the text say instead of "You must justify all actions as an attempt to forward your goal," if that isn't really what it means? |
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#5 |
Join Date: Jun 2013
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I'd be inclined to interpret that "all actions" bit as non-binding fluff, precisely because it makes a severely dysfunctional character. Of course, that's kind of the case for all of the Self Control Disadvantages if taken above Quirk level, although the GM opting to apply Task Difficulty Modifiers to the rolls (and maybe treat 20+ as not needing a roll) can smooth that out a bit (a character with Bloodlust should have a higher chance of resisting his compulsion to kill that high-ranking enemy general the party has specifically been tasked with capturing alive than doing so toward a random patrolling guard on the way there).
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GURPS Overhaul |
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#6 | ||
Join Date: Jun 2006
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If you have goals but don't give up on a normal life, and can say "you know what, that should work but is just too dangerous/costs too much, I'll wait for a better opportunity" then your goals are probably worth zero points. Well OK, most GMs will allow you a quirk for just about any goal that will come up in play, but close. Quote:
It's a [role playing][game] for a reason - slavishly following the letter of the rules gets the [game] part, but that other element matters too. That is, there really is nothing the wording "should be", all traits are necessarily more flexible than you can put into a short description. It's true GURPS managed to simultaneously fuzz that up and make it even more vital with the introduction of Enhancements and Limitations, but it's still a key insight to being able to play any game in a way that doesn't convince half your group you are a munchkin rules lawyer out to ruin the fun.
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-- MA Lloyd Last edited by malloyd; 10-27-2022 at 05:14 PM. |
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#7 | ||||||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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#8 | |
Join Date: Feb 2005
Location: Berkeley, CA
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#9 |
Join Date: Sep 2007
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If read literally and taken to absolutes, nearly all mental Disads in GURPS are unplayable. As noted upthread, that can be taken as an indication that you shouldn't read them that way.
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#10 |
Join Date: Aug 2004
Location: Pioneer Valley
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(shrugs) Yeah, it's extreme. (And as such, is badly lowballed in terms of point cost.) That's why it's not a suitable disad for PCs. I don't allow it in my campaign, and therefore don't worry about it. Problem solved.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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