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> Disadvantages you'd like to see as a GM
sunnyside
post Feb 4 2011, 05:34 AM
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I think most of us have had the experience where somebody either succedded (or at least tried) get all sorts of extra advantages or points/whatever for being alergic to camel hair or whatever.

Now I'm sure there have been plenty of threads on how disadvantages can be done wrong, but I'm wondering about what might be fun. More specifically I'm wondering if it might be OK/fun to have disadvantages that sort of break the fourth wall.

i.e.

plot hook whore

Records GM exposition and sprinkles it in during sessions

Once per session GM compulsion
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ShadowFighter88
post Feb 4 2011, 05:42 AM
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QUOTE (sunnyside @ Feb 4 2011, 03:34 PM) *
More specifically I'm wondering if it might be OK/fun to have disadvantages that sort of break the fourth wall.


Medium Awareness. Or for a potential fan-nickname "Deadpool Syndrome".

EDIT: Gameplay-wise it'd just make everyone think he's crazy. Kind of like Red Mage in 8-bit Theater.
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toturi
post Feb 4 2011, 10:06 AM
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Extra munchkin
Plot hook teflon
You can't touch me
Force majeure
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sunnyside
post Feb 4 2011, 01:24 PM
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QUOTE (toturi @ Feb 4 2011, 05:06 AM) *
Extra munchkin


How does that work? As an advantage where the GM agrees not to persecute you for abusing possession rules or something?
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Makki
post Feb 4 2011, 01:46 PM
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Role Player. Character my not gain karma for good RP, as the player merely plays for rolling dice.
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Sengir
post Feb 4 2011, 01:59 PM
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querulous paranoia
Must argue every little detail of the GM's narration. Failure to do so or losing the discussion results in an immediate -2 modifier to all tests until the querulant can make up for his failure.
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toturi
post Feb 4 2011, 02:17 PM
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QUOTE (sunnyside @ Feb 4 2011, 09:24 PM) *
How does that work? As an advantage where the GM agrees not to persecute you for abusing possession rules or something?

No, as a Disadvantage where the GM agrees to allow you to abuse more rules than you ask for.
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Doc Chase
post Feb 4 2011, 02:32 PM
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QUOTE (toturi @ Feb 4 2011, 10:06 AM) *
Force majeure


Force du Jour - -3 to all Social Tests if character possesses a WEPON weapon.
"If all you have is a hammer..."
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Sixgun_Sage
post Feb 4 2011, 08:23 PM
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Another one for Poor Self Control....

Lecher. And no, I do not feel I need to spell that out any more.
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Cain
post Feb 4 2011, 08:51 PM
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Rocks Fall: Once per session, one of your cunning death traps automatically fails.

And while not a disadvantage, how about this as a skill:

Throwing (Dinner Tables)
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ShadowFighter88
post Feb 4 2011, 09:08 PM
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QUOTE (Cain @ Feb 5 2011, 06:51 AM) *
Throwing (Dinner Tables)

Why not? Arsenal's already got Metahuman Body as an Improvised Melee Weapon.
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CanRay
post Feb 4 2011, 09:12 PM
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QUOTE (ShadowFighter88 @ Feb 4 2011, 05:08 PM) *
Why not? Arsenal's already got Metahuman Body as an Improvised Melee Weapon.

Two of my group's favorite NPCs are built off of this fact.
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Sengir
post Feb 4 2011, 10:22 PM
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QUOTE (Cain @ Feb 4 2011, 09:51 PM) *
Throwing (Dinner Tables)

Time Penalty: As a special interrupt action the GM may at any time take a Times/NYT/Zeit/Times of India/..., roll it up, and whack an annoying player with it.
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Inncubi
post Feb 4 2011, 11:34 PM
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Things I'd like to see as a GM would be:

A hacker that was hit by psychotropic IC. Nothing crippling, but relevant in some situations, where he enjoys the flaw as well.

A mage with codeslinger (This isn't a disadvantage? Ask a munchkin how many BP's are being wasted in such a build. Analytical mind works as well for the BP conscious)

A pacifist rigger (Drones are armed with narcoject, if that)

An alcoholic samurai (his cyberliver purifies all of the alcohol: he only gets the taste of it nowadays)

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CanRay
post Feb 4 2011, 11:35 PM
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I'd like to see a GM as a GM. I've been wanting to PLAY since '92.
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Inncubi
post Feb 4 2011, 11:46 PM
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QUOTE (CanRay @ Feb 4 2011, 06:35 PM) *
I'd like to see a GM as a GM. I've been wanting to PLAY since '92.


Man... That is sad.

And I know what you mean. Same thing happens to me... wait, no, sometimes I get to play... With horribly bad GM's.
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Neraph
post Feb 4 2011, 11:49 PM
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QUOTE (CanRay @ Feb 4 2011, 05:35 PM) *
I'd like to see a GM as a GM. I've been wanting to PLAY since '92.

Same sentiment but I've only been GMing since... 2002. I recently started playing in a Pathfinder (bleh) game just because I want to play so badly.

I'm tired of seeing Spirit Bane (Watcher). Or more correctly, I'm tired of banning Spirit Bane (Watcher). I've seen a good gamut of well-roleplayed neg. qual.s, including addictions, phobias, Amnesia (whole group of full amnesiacs shipwrecked on an island), and some others that I can't remember off the top of my head. My group's pretty good at it.
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CanRay
post Feb 4 2011, 11:58 PM
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What's wrong with Spirit Bane: Watcher? Just makes them extra vigilant to point out the PC, and more likely to sniff them out.
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Inncubi
post Feb 5 2011, 12:05 AM
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QUOTE (CanRay @ Feb 4 2011, 06:58 PM) *
What's wrong with Spirit Bane: Watcher? Just makes them extra vigilant to point out the PC, and more likely to sniff them out.


Actually I'd love to see someone pick Spirit Bane: Watcher...
Watchers are by far the most common spirit there is. Every wiz kid, every burn-out, every mage can summon them and use them for day to day work. They are legal to summon without any permit (Is it SR2 or 3 that said that every force 4 and higher spirits required a permit to be legally summoned? Dunno, in any case I do offer the caveat: my capmaign makes that assumption), and thus think of the chances you have to have fun with such a disadvantange. Maybe not during runs, but every day, at some point a bored watcher manifests and starts calling you names, or just bothers you...

Awesome. Simply awesome.
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onlyghostdancesw...
post Feb 5 2011, 01:56 AM
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I personally rejoice when my players (especially the nonmages) take spirit bane watcher spirits. Nothing like not being able to SEE anything because of all the watcher spirits mobbing you, attempting to poke or harrass you etc when you are trying to snipe someone. Better yet is when the watcher spirits go and help the enemy by pointing you out (by complaining about the absolute jerk or asshole sitting over there in the brush undercover...

Spirit bane watcher spirit is always allowed in my game because it can be, though not always is, the most deadly character negative you can have. Really bad for pretty much any character to take. My particular munchkin found that out the hard way.
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sunnyside
post Feb 5 2011, 01:57 AM
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QUOTE (Inncubi @ Feb 4 2011, 06:34 PM) *
A mage with codeslinger (This isn't a disadvantage? Ask a munchkin how many BP's are being wasted in such a build. Analytical mind works as well for the BP conscious)


You know, I think there's a great idea in there. Have some sort of "crappy build" disadvantage. Maybe something where you show your GM the character sheet for a far from munchkin build, and the GM grants back 25% of the what they feel are crappily/flavorfully spent points in the form of a disadvantage. Just a fun way to encourage a little more variety in characters.

QUOTE
An alcoholic samurai (his cyberliver purifies all of the alcohol: he only gets the taste of it nowadays)


I like keeping players greedy. Something like this could give them BPs up front, at the cost of nuyen every game session. Maybe they'd get Gaesa like penalties if they're too broke or otherwise cut off. Any expensive hobby could do.

QUOTE (CanRay @ Feb 4 2011, 06:35 PM) *
I'd like to see a GM as a GM. I've been wanting to PLAY since '92.


QUOTE (Inncubi @ Feb 4 2011, 06:46 PM) *
And I know what you mean. Same thing happens to me... wait, no, sometimes I get to play... With horribly bad GM's.


I'm in with inncubi. I want to be a player, but than after a session or two I generally remember why I like being the GM.
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Omenowl
post Feb 5 2011, 02:05 AM
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Any negative quality that gives plot hooks and gives a reason for a character to go on a run. It makes it awfully hard to turn down a bad run if you need cash or the Johnson has information you want. Also players at a certain point should be making their own runs and I just create adventure of their choosing.
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CanRay
post Feb 5 2011, 03:23 AM
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Actually, another reason that "Spirit Bane: Watcher" can be bad is that, against Magically Poor targets, Watchers make a GREAT Tac-Net that can't be hacked. The spirit(s) bounces from person to person transmitting messages and information at the speed of Spirits.

If you have the bane, however, well... Remember "The Telephone Game" from Grade School?
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Xahn Borealis
post Feb 5 2011, 02:48 PM
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QUOTE (ShadowFighter88 @ Feb 4 2011, 05:42 AM) *
Medium Awareness. Or for a potential fan-nickname "Deadpool Syndrome".

EDIT: Gameplay-wise it'd just make everyone think he's crazy. Kind of like Red Mage in 8-bit Theater.


I have a character in an EP game (A Trip to Renewal, in the Pbp forum) who has schizophrenic delusions which make him think he's a character in a role-playing game. He spaced a character because the other player had to leave the game and blamed in on a a critical failure on a perception roll. All IC. (IMG:style_emoticons/default/biggrin.gif)
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Whipstitch
post Feb 5 2011, 07:15 PM
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Unrelated to the fourth wall thing, but I've long thought that it's a bit odd that there isn't a Roger Murtaugh Memorial "I'm Too Old For This Drek" flaw of some sort. Nothing major, mind you, just a tidy li'l flaw that demonstrates how trading blows with the Triads in pitched rooftop firefights doesn't feel any easier once you're pushing 50. After all, as far as I know, Infirm and Progeria are the only qualities that specifically mention aging as a rationale for their effects, but well, those flaws are just plain vicious and don't really fit what my players have been looking for when they asked about building middle aged runners. Personally, I just houseruled one in by using the rules for the Biosystem Overstress flaw sans the bioware requirement.
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