12-10-2021, 09:49 AM | #41 |
Join Date: Jun 2017
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Re: Which traits are Forbidden in your games?
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12-10-2021, 10:29 AM | #42 | |
Join Date: Jan 2006
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Re: Which traits are Forbidden in your games?
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It can be entertaining for the players, but it is not pleasant for most PCs. (You can never say *all PCs*, cuz some PCs be cray yo.) Players who want "fun" WM on their PCs can take a -5 version, or even a "generally beneficial" version by combining it with Serendipity. |
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12-11-2021, 08:21 AM | #43 | |
Join Date: Dec 2012
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Re: Which traits are Forbidden in your games?
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Another form of Alternate Weirdness Magnet/Trouble Magnet that I've occasionally thought about (which I though was in GURPS Mysteries, but if so I haven't found it again) is Murder Magnet: Like Miss Marple, Jessica Fletcher, Brother Cadfael, Father Brown, and other fictional 'amateur sleuths,' people have a habit of getting dead around you, though usually not in a way that has the cops thinking you must have done it (if you live in a time and place that has cops as we think of them). It is often accompanied by some form of charisma, allowing you to convince law enforcement to let you help - if the police know you well, they may begin accepting you as a consultant with minimal protest. Without it, you need to have major connections, or be some place where a professional police force either doesn't exist (e.g. Cadfael, who lived mostly in Medieval England, with the books taking place during The Anarchy), or is local and badly undermanned (Cabot Cove mostly seems like this, IIRC). Without charisma, connections, lots of points in social skills (and/or an appropriate Talent), or some other balancing advantage, Murder Magnet would probably see the character in jail a lot, so making it worth -15 points may be appropriate.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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12-11-2021, 12:55 PM | #44 | |
Join Date: Jan 2014
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Re: Which traits are Forbidden in your games?
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Well, I think the "weirdness" of the magnet has to be more of a function of the setting than the magnet. A disadvantage that spawns magic items, talking dogs and interdimensional portals is hardly generic enough to be used in any given setting. A magic ring that makes cats react to you like you're made of catnip would be real strange, but in a fantasy setting it might just be a long forgotten fad. Getting sued for abandonment by Felicia you met briefly at a party would be pretty strange, but if that's a legal hack to escape servitude and bioroids are all over the place, then it's not that strange. Being confused with someone who's openly loathed would have been pretty strange, but in these days of social media where you may become infamous without anyone knowing your face, it isn't that strange anymore. |
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12-11-2021, 11:34 PM | #45 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Which traits are Forbidden in your games?
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Both allow the player to ask the GM what he or she should do. No, thanks. Hard pass. Figure it out, yourself -- it's your character. Also tend to forbid the "villain" disads -- Callous, Sadism, etc. Bad Temper and Bloodlust don't bother me, so much -- although, I do tend to discourage a player from taking both of them for a single character.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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12-12-2021, 07:29 AM | #46 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Which traits are Forbidden in your games?
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It's somewhat like the ideas of Owns a Ship traits in science fiction. If it isn't what lets the campaign happen, it only lets you escape it.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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12-12-2021, 08:35 AM | #47 | |
Join Date: Aug 2004
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Re: Which traits are Forbidden in your games?
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12-12-2021, 08:59 AM | #48 | |
Join Date: Jun 2006
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Re: Which traits are Forbidden in your games?
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Done right I tend to consider "GMs mouthpiece" traits to be perks. You do get some spotlight time, but don't control much. Being the first to hear the plot motivating prophecy [sounds] like it matters; but it's plot motivating, if you ignore it, the GM has to arrange for somebody else to hear it or there's no game tonight. You being the usual route doesn't squeeze out more information (you get whatever the GM needs to motivate the plot), or even change what adventures you have all that much (this is what's prepared, it's this or sandbox, and if the GM put much prep into it, he's not going to throw it away if you force sandbox...) Done wrong, it's a significant meta-advantage. The GM favors you as the "main character". And don't think the other players don't know it. If you got points back for it too, that only rubs it in.
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-- MA Lloyd |
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12-12-2021, 09:16 AM | #49 | |
Join Date: Aug 2007
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Re: Which traits are Forbidden in your games?
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Unless someone has them the adventure doesn't take place but the PC is enabling the GM at least as much as he's aiding himself or the other players. This is why I always wince when I see expensive schemes for having these sorts of Skills.
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Fred Brackin |
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12-12-2021, 10:44 AM | #50 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Which traits are Forbidden in your games?
For traits forbidden (or required, or recommended) in a campaign, I've found the Campaign Planning Form or something similar is very helpful. It not only gives the players something to help them build their characters (and to avoid them having to rebuild), it gives the GM a tool to build and focus the campaign.
https://www.sjgames.com/gurps/resour...gnPlanning.pdf
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advantages, disadvantages |
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