QUOTE (Elfenlied @ Jun 27 2012, 01:30 PM)
I wouldn't be so sure. I've seen some "negative" qualities fly that aren't really detrimental... Mild Addiction (Betel), Sensitive System for Bio-Adepts/TM/Mages, any of the Poor Self Control qualities with high mental stats, Aspected Magician for Mystic Adepts (with intent to be played as Adepts+Counterspelling), Incompetent in certain skills etc.
Point is, as long as a negative quality presents some sort of detriment to your character, it's viable. Only extremely antagonistic DMs would demand flaws that cripple your character concept.
I think the last part of your quote is the most important, namely that the quality has to be detrimental to the character. No GM should ask a player to take flaws that will cripple the concept, but on the flip side of the coin the player should never consider negative qualities as free BP. Good GMs will find a way to
occasionally throw characters in situations where their negative qualities hurt them, let's take a look at your examples and a few others:
1) Mild Addiction (Betel)
Mild addiction is only a 5BP negative quality anyway, so shouldn't necessarily be too harsh. I make players with addiction pay incremental portions of their earnings on feeding said addiction, and while I may be more extreme than some GMs, paying cash over and above lifestyle costs to feed their addiction should be part and parcel of addiction qualities.
Also, consider the addicted PC going on an out-of-town job: he might run out, and without access to his usual dealer he'd better have the time and social skills to get his fix.
2) Sensitive system
Admittedly this should really be a 10BP flaw for awakened characters, but such characters are either denying themselves the possibility of getting a few choice pieces of cyber without paying twice the essence cost: cybereyes for a mage, encephalon for a techno etc.
3) Poor self control
High mental stats may help a character beat the crunch test sometimes, but things can get catastrophic when lady luck deserts them. This quality should also be role played as a central part to the character, which in turn should lead to some minor inconveniences from time to time. If the PC just has to beat the threshold when the occasion calls, I am afraid the GM just ain't doing it right.
4) Aspected Magician
Again, the counterspelling adept is limiting his options taking this quality, and in my opinion it is one of the harshest negative qualities out there.
5) Allergy
Might not come up often, but can be very detrimental when it does. In addition this can be a kryptonite-like weakness to be exploited if someone who comes gunning for you has done their legwork.
6) In debt
I will admit the way I run this quality is a bit heretical, but my take is as follows:
Although I advise my players against it, if one were to take In Debt I would watch a few episodes of The Sopranoes and the debt collectors would be connected guys like that. In a world where one wrong decision could leave the runner dead and the debt uncollectable, these guys don't play nice. They can turn up at your place anytime, beat you up and/or take away your toys (at about 20% book value, natch). God forbid you fight back, because then you get to pay a visit to the boss, who tells you that laying a finger on any of his colleagues in the future is going to get you whacked, and informs you that the victim's hospital bill and a gratuity have been added to your bill.
On the flip side, I don't make PCs pay karma to buy off the quality once the bill has been repayed, but until they do they are in for it ...