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Post by Chris Goodwin on Mar 17, 2014 17:00:26 GMT
As a GM, what do you think of them?
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Post by CRTaylor on Mar 17, 2014 18:14:11 GMT
I am not very good at working disads into the game, for two reasons. First, it restricts my plotting and storytelling to have to work in everyone's disads by a system. Second, if you penalize people too much, they start buying off disads or not taking them to avoid the hassle. So I try to find a middle ground where its entertaining and dramatic, but still at least somewhat a penalty to the character.
Some GMs seem to take a sadistic pleasure in making sure every limitation and disad comes up every adventure. Oh you took OIF? That means every other session someone takes it away!
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kravenkor
Double Digit Master
"We're making a better world; all of them. Better worlds."
Posts: 92
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Post by kravenkor on Mar 17, 2014 19:38:14 GMT
I still use them as a way to help "create interesting characters" and not so much as ways to screw with my players. Or, that is my intent; my success at enacting this is probably debatable
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Post by Sketchpad on Mar 17, 2014 20:15:32 GMT
I don't mind Disads/Complications being in a game and use them as guidelines on how to create stories for heroes. That said, I've found that I kind of dig the M&M3e rules for Hero Points and would like to try my next Champions game using such rules.
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Post by Tasha on Mar 18, 2014 2:47:17 GMT
I am of two minds about this. I would probably tell a player Here's 500pts, take at least 60 points in Complications. If you want more, great. If you want less then decrease your character's points by the value of Complications you don't want to take.
As I see it, I am giving a Player an incentive to take a weakness that they might not otherwise take. Also, in the case of Hunteds, and DNPC's I am also giving points for helping to create some of my character plotlines.
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Post by rjcurrie on Mar 29, 2014 5:45:47 GMT
I look at them as story hooks. That is, here are some hooks for stories that I'd like to play out with my character. I'm also a fan of the idea that you can have what could be a Complication without taking points for it, because you don't want to play out stories around that Complication. For example, if you see your character as having a Secret ID, but don't really want to play out any stories concerning the Secret ID, don't take the points.
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Post by tikiman on Apr 17, 2014 2:55:10 GMT
I look at them as story hooks. That is, here are some hooks for stories that I'd like to play out with my character. I'm also a fan of the idea that you can have what could be a Complication without taking points for it, because you don't want to play out stories around that Complication. For example, if you see your character as having a Secret ID, but don't really want to play out any stories concerning the Secret ID, don't take the points. I like this. Seems equitable. I use them mainly to work up subplots or give a PC a reason to be emotionally involved. Nothing gets Spider-Man to stop a villain better than having Aunt May at risk.
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Post by CRTaylor on Apr 17, 2014 16:06:11 GMT
Mostly I use the to increase drama in a session and to help me come up with a more complicated and interesting plot. OK I have the bank robbery and the exciting chase figured out, but its sort of bland. I know, there's a gas leak there that Captain Crusader is susceptible to and has to dare to save hostages! And one of the hostages is a DNPC of Daring Duo (the duplicating acrobat)!
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Post by efleming on Apr 17, 2014 21:23:34 GMT
Makes for a great background for characters, especially for players who do not like making detailed backgrounds, and great plot hooks for GMs.
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