QUOTE (Aerospider @ Jul 3 2012, 11:12 PM)
Instead of spending BP and playing with the result try thinking up a character that is more than an archetype and then spend BPs accordingly.
I know that sounds facetious but I'm serious, give it a go and see if it works better for you. Maybe it will, maybe it won't.
It does sound. Here is the problem with that. Archetypes are archetypes because people categorize. It's the same reason aliens, magical beasts, and everything else thought up are usually modifications or combinations on something that exists, that people have seen. Street Sam. Combat Mage. Beasthandler. Smuggler. Go ganger. These classifications exist for a reason, and every character put together with some form of cohesiveness will resemble one.
When people talk about a shadowrun, certain skillsets are used. As a result, archetypes come in to play, because Players have seen such categories in books, cinema, and other games, because jobs with those subsets exist, and because certain skillsets lend themselves better to certain attributes. This is why it's very rare to see, for example, a hacker/street sam, the dice pools required for each do not overlap whatsoever.
However, since we are debating the uses and relative benefits of positive qualities, discussing such without naming where they would most be useful is pointless. Things must be in context, and context discussions require names, categories, and
archetypes that people are familiar with.
Ahem. As for moral choices, I agree the players must take some responsibility for an actual
character, but again, discussing the qualities themselves, they do represent some overpowered choices. Anything that is considered a "no brainer" in terms of taking it for a numbers based system means that the balance of such must be suspect. I've made characters both with and without, but the fact that it is tempting is also a sign of imbalance. Any good GM will draw a line as well on realism, even if it's not a solid one.
As a GM myself, I try to never replace or limit RAW rules without a lot of forethought, open discussions with the other GMs of our group, and usually the players as well. So, to limit things without denying a player the possibility, I will remind them of SURGE and it's ramifications. You may not be a freak with SURGE, but that doesn't mean everyone is comfortable with it. Actually, I think this last paragraph might deserve a side topic. Be right back.