RPGs: Drawbacks and You

To those of you who roleplay (most everyone who will bother to read this), I ask for some perspective. The topic? What are drawback (the in-the-rules sort) in your games?

Many systems have a form of merits (good stuff) and drawbacks (bad stuff) that characters may have or acquire. Usually the drawbacks give points you can spend for merits or attributes, or what have you.

But how often are these taken to round out and define a character, versus being taken just for more points? Do people really play them up? Do they play them up too much? While certain drawbacks are straightforward (-1 to X rolls), whose responsibility is it to adjudicate the less clear ones (paranoia, delusions, social biases and such)? Does the player do that, or does the GM?

Generally when I see a character who has so many drawbacks that they are borderline (or worse) functional in society, I think the player really desperately wanted those points...


I don't do much PVP play. It doesn't hold any great desire for me, and so my PVP-specific skills just aren't that great. That doesn't mean you can walk up to me and get an easy kill when I'm PVP-flagged.

To the forsaken mage who tried to gank me a couple nights ago:
I admit, I may have been a little careless in getting myself PVP-flagged to start with. I grouped with and buffed a dwarf warrior who was getting ready to summon the same elite that I was. Group quests tend to be easier to finish with company, though it might have been soloable.
If you thought that frost bolting me in the back in the middle of the fight would get you some easy honor, though, you were sorely mistaken. That was a cheap shot, and it was immensely gratifying to see the fight end with your corpse on the ground as well as that elite bird's, while the dwarf and I were still standing. Suck it!


To the blood elf paladin who did gank me last night:
Wow, do you Hordies just roam around looking for kills you think are easy? For that matter, do you think shadow priests are easy kills? Let's look at the situation a moment:
- I was PVP flagged for a quest. Death-by-opposing-faction is a risk.
- I had been offing NPCs for the quest, and was presently engaged with no fewer than two at the same time when you showed up.
- You flew in on your wyvern, which means while I didn't note your level it was at least one higher than mine and possibly as many as four.
- I recognize those abilities - you're a retribution-specced paladin, currently regarded as one of the (if not the single most) powerful classes in PVP combat.
So, congratulations. After some running around, you were able to kill me. I did, however, take great satisfaction in seeing you drop roughly five seconds later due to a combination of my DOT spells and the single NPC hitting you. For all your advantages, that was a horribly sad showing. Perhaps you'll have a little more respect for shadow mages in the future.

Comments

  1. Disadvantages are biscuits for free points. Period. Oh there's a million people who go, "I love making a hated by her higher up, one-armed scared of the dark hemotophage." and seriously, what? No. Flaws for points are just that, a way to get more points in an attempt to have a 'hook'. Some people pay attention and RP these. Really it's the GM's job to enforce flaws. The best character flaws are the ones that come from role-playing and character development that you don't get any points for. How is that balanced?! I am flawed, I should get something. No. No you don't. no one's perfect. You don't wanna play a flawed character and get dilled for it without any sort of benefit? Fine, play minor flaws and quirks. But if you play a paraplegic with a cranial bomb don't expect points or sympathy from me.

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  2. Funny enough, I was just talking about disadvantages about two hours ago elsewhere. My comment is: If Disadvantages are offered, I will take them. I will, if possible, take the maximum number I'm allowed. This usually comes in two steps: 1) Find Disadvantages which suit the character I am playing. Find those flaws specifically tailored to my style of play and the character I am playing in particular. Don't pick Disadvantages which are out of character, or would not be used. 2) Fill up the remaining points with rivals or enemies (I prefer rivals, they're more fun). Figure out who these rivals are, why they are your rivals, and give them some background. If the game master brings them into play, great! More roleplaying! If the game master doesn't, it is disappointing, but you got the points for the Disadvantages, so not a total loss.

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  3. Yeaaah. I'm a little worried about the delusional, paranoid pyrokineticist in one of our Witchcraft games just because the character seems barely functional in society. Why would people hang out with this person, even to save the world? >.> And I'm pretty sure it was done for the points, though in some part I can chalk that up to a relatively inexperienced (but very enthusiastic) player.

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  4. So... hmm... milk it for all it's worth. Why is less than the maximum number unacceptable to you? Just because it's there? Because you feel you need all the points? Or... why? You feel disappointed if character enemies don't show up. Does the same apply to social disadvantages, I wonder?

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  5. Mostly, I maximize my disadvantages so I can take merits. In most games, Advantages can't be taken after character creation, and this allows me the freedom to take what Advantages I want, without having to dip too heavily into my 'freebies' or 'beginning points' or what-have-you. It usually balances out. Social disadvantages. I know what you're talking about. In most cases, if I take them, I use them. As a Game Master, it is more difficult to remember them for other characters. But yes, if I take social disadvantages, I'm used to using them when I'm a player.

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  6. Craptastic. I hate losing posts. Suffice to say, Exalted is one game in which I see a lot of disadvantages not coming up, particularly social ones. We've talked on that before though.

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  7. There was one concept that I picked up somewhere in the time of D&D 3E. I don't even recall where it was, but it basically went like: When balancing things in a game system, do not "balance" a mechanical benefit with an in-game social drawback. It seems a small thing, but I find social drawbacks are the ones that get overlooked the most and have the least effect on a game, sometimes being avoided entirely.

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