EDGES/FLAWS that present a problem, based on experience through the VS system and in discussion with other GMs, online games, MUDs, etc...this is just a sampling and not an all inclusive listing...
Aptitude/Incompetence - This is one of the problem ones...even though it says "It is strongly recommended that the gamemaster consider carefully before allowing any player character to take an Aptitude in any Combat, Magical, or Computer skill, as these can easily disrupt the balance of a game." and we specified that on the website, I was constantly seeing characters with an Aptitude: Sorcery Edge. Aptitude should only be taken once (you can take Incompetent as often as desired, but see further). Remember that this is Edges and Flaws. Having a hermetic mage take an Incompentence in Computer/Decking is hardly a flaw, nor is an Incompetence in ANY knowledge skill or language a Flaw. These must be for ACTIVE skills, and must be somewhat relevant to the character. A mage is rarely, if ever, asked to deck, so Computer should not be used as an Incompetence Flaw. However, a mage is often asked to use Stealth - should this be available as a Flaw? What about the mage that just sustains or locks down a Stealth spell to counteract his Flaw?? it is no longer a Flaw at this point. About the only thing i can think of for a Flaw for a mage would be a Combat skill. For the Edge, there's not much choice left except for Physical, Social, or B/R skills... I'd just soon outlaw this combo.
Home Ground - As it states, gamemasters should approve all Home Grounds...It is something I don't want to mess with. Too hard to administrate.
Allergy - BOY, is this one munchkined!!! I don't know how many street samurai i've seen with an allergy to orichalcum!!!
Blind - As mentioned, this does not affect someone from rigging or decking if they only have nerve damage, not brain damage. therefore, i've seen one or two people that take this flaw and then mount a microcamcorder or two on themselves and have them wired into their brains with a head deck...so they can pay some cheap essence costs to get rid of the flaw, and actually have vision with add-on capabilities such as 360 vision, thermo, peek around corners (just take the camera and hold it around a corner), or other such stuff...
Borrowed Time - GMs are reluctant to kill characters sometimes, because they're afraid that the players will not like them or the game they ran...therefore, players who know this will take this flaw. Also, the GM is supposed to roll 3D6 to determine how many months the character has to live. You're going to follow what the player writes down? what would be needed is something like roll 1D6 for each scenario played - if a 1 is rolled, the character dies at the end of the scenario, but that of course violates the "home rule" goal...
Deaf - see Blind
Paraplegic - need i go into this? Fine for a home game, where the GM can plan for stuff, but we can't remember to write in stuff for a wheelie guy all to time
Quadriplegic - See above - the whole point is to play as a team...this would be very hard to work, at least from a campaign standpoint, and does not engender team play.
Amnesia - Here is another one...how can you expect a new GM every time to control your character with total amnesia??
Combat Monster - a lot of players take this flaw, along with Vindictive. We are trying to engender an atmosphere for the "perfect shadowrun" - no one knows that you were even there or that you took anything until you are long gone. it is hard to do that if one or two people on your team feel the need to kill everyone they come across. this becomes, in the mind of these players, a "license to kill". Gee, Mr. GM, i'm a combat monster, i just HAVE to attack those guards - i'm forced to do it by my Flaw!
Common Sense - Actually, this should be a REQUIRED feature of every character!
Compulsive - Since it is a variable value, the player really ends up deciding...of course they are going to make it a -3 or more!
Flashbacks - Triggers have to be determined at character creation, in concert with a GM. for home use, this is fine, but having a different GM for each scenario makes this difficult, and, like the Hunted Flaw, something that has to be reviewed and worked into a scenario that is only 3.5 hours long...it just won't get used enough to warrant the -4 points.
Phobia - As with Allergy, this is abused quite easily. it is also another Flaw that the GM must try to work into a scenario such as Flashbacks and Hunted.
Sea Legs - I've seen this one abused as well. The player just buys a boat and has it docked somewhere in Seattle - It could even be on a lake, it doesn't specify the ocean, only water. then, every night, the character just sleeps on his boat - it may NEVER leave the dock, and technically, this satisfies the Flaw's requirement of "being on the water".
Sea Madness - even though it says this Flaw should only be taken by characters that will spend time on the water, it is sometimes taken. Oh, but my character USED to be a pirate, it's in my background, and so I have this Flaw...
Total Pacifist - So as to expose the characters to many types of missions, and to satiate the bloodlust of some of the players, we end up having wetwork missions from time to time. Characters with this Flaw would have a hard time rationalizing why they were chosen for such a mission, and may even refuse - now that player has nothing to do for 4 hours...
Vindictive - the "license to kill" Flaw...But Mr. GM, he looked at me funny, now i have to kill him! My Klingon honor demands it!!!
Connected - too broad and open to interpretation. With a home GM, this could be worked out...with a campaign, the player could choose the one type of merchandise to be "electronics" or "weapons"...too broad.
Dark Secret - Supposed to occur every two or three gaming sessions...how many sessions has it been? are you the lucky GM that now has to work this into the 4 hour scenario? Oh and don't forget the other players that are Hunted, have Flashbacks, or Phobias!!
Day Job - the problem with this is that, especially for the -3 Flaw, it pretty much requires you to have a legal SIN. this is totally contrary to the setting of the campaign, where everyone is SINless, having to have thier pasts erased to escape the authorities or other forces.
Dependent - variable, too open to interpretation...the player would have to set the value. And, once again, this has to be figured into a scenario somehow, or it is not a Flaw.
Extra Enemy - enemies are determined through the storyline - not determined by the player.
Friends in High Places - Yes, there are characters out there that have the Governor of Seattle or the head of LoneStar as a Contact...
Hung Out To Dry - this is taken usually by a character that has a Charisma of 1, and doesn't want to have to do any Legwork or deal with Contacts...all they need are the other team members to buy stuff for him.
Bad Karma - This turns out to be a freebie, as some players want to make sure that their character does not earn Karma too fast so that they won't have to retire him...the problem with this concept is that we base the game on TOTAL GOOD KARMA, and not Karma Pool...
Cranial Bomb - Another freebie like Borrowed Time...the player is betting on the fact that the GM won't just arbitrarily want to kill a character...This is a Flaw that is supposed to be worked into the campaign history for a home campaign when the character is first created.
Hunted - This, like others, are hard to manage because the scenarios are written without knowing any thing about the characters. If you become hunted, it is through NPC interaction in the game, not something that was arbitrarily decided at character creation. The flaw is intended to give your GM ideas and adventure hooks for when things need to be done to motivate your character. We do this through the scenarios.
Mysterious Cyberware - pretty similar to many of the other Flaws which really only work in a home campaign. it is too nebulous, and you are depending on the GM that has never worked with the character/player before to come up with a mysterious piece of cyberware should it be detected..then pick replacement Flaws to make up the points. this will just eat up precious time during the short time slot...
Pirate Family - not appropriate in a standard campaign, this Flaw is for use for those campaigns that are going to move around alot, especially ship based teams...