Alternative Disadvantage Concept
Just a thought... (dangerous, I know)
If I was to "make my own Hero based game" one of the things I would do to simplify character creation, would be to keep Disadvantages purely character oriented, but required... and there would only be three.
Example:
Primary Internal Trait: This is the primary motivating factor of your character, both positive and negative. This is the collection of personality characteristics and psychological impetus for why your character does what they do. As a player, you will be expected to consider and give voice to this Internal Trait whenever critical decisions are made or actions taken by the character. This PIT can be a combination of Psychological Limitations, Physical Limitations or any other disadvantages that combine to define this core facet of the character.
Primary External Factor: This is the major game world aspect that is out of direct character control, but exhibits ongoing and direct influence on them in both positive and negative ways. This PEF has shaped their past, drives their present and informs the foreseeable future. As a player, you will be expected to consider and give voice to this External Factor whenever critical decisions are made or actions taken by the character. This PEF can be a combination of Hunteds, Susceptibilities, Social Limitations or any other disadvantages that combine to define this core facet of the character.
Complication: This is a third factor, either internal or external... which is in conflict with or otherwise complicates the character's ability to handle their PIT, PEF or both. It can be any kind of conflicting goal, desire... pressure from an outside source to act against your Internal Trait... or pressure that pushes the character to antagonize their external factor. It must be a situation or concept that is readily part of the game world, that the character would be expected to interact with on a regular basis. This Complication can be a DNPC, Social Limitation, further Hunted or any other disadvantage that provides the character with dramatic story possibilities.
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There are no points associated with these. They are just required to establish the core of the character outside the point based abilities on the sheet. (Thus if character were intended to be 350 points to start... they get 350... and making the character just requires them to fill out the PIT, PEF and Complication.)
I'd likely change the name from Disadvantages to something else like "The REAL Character" or whatever.
PIT could easily be called "The Grand Motivation" and the PEF "The Big Threat!" or whatever names fit the genre being approximated.
I don't see any need to attach a mechanic or game rule to this (it is a Game Rule of it's own, of course) but if one wanted to do so, it would be easy with a Hero Points, Fate Point, Luck Chit system like "Once per game session, draw a chit when the player directly invokes their PIT, PEF or Complication to drive the story and their character actions." Or... "Player may make a Power Skill roll with plusses if she is directly invoking one of PIT, PEF or Complication as a result. If a character is acting against their "Real Character" they may suffer minuses as appropriate. Whatever... I haven't really thought this through, it just occurred to me as I was writing.
For me, this would better get to what I use "Disads" for... doesn't force players to "work around" disads they don't want... and encourages players to think outside the numbers in creating a character.
(This does not address Power Limitations, which serve a different game purpose than disads, IMO.)
Oh... and within a certain genre/game world... the game rules or the GM could provide a list of suggested PIT, PEF's and complications as examples and/or for pick and choose. Much could come right out of the current Disad list... just combine them as needed and take out the point cost attached to each.
Anyway... just an idea that would better support my play style.
Last edited by RDU Neil; Apr 5th, '05 at 02:08 PM.
Levels of RPG Development
(With special thanks to Zornwil)
Axioms: The sacrosanct core assumptions of the game.
Mechanics: The basic functional building blocks derived from the axioms.
Game Rules: The specific and variable application of Mechanics that define the play of the game.
Play Experience: The resulting behaviors of play and shared imaginary event unique to each group.
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