[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [dq-rules] Advantages and disadvantages
My big problem with using advantages and disadvantages is that it pretty
much forces everyone to take disadvantages even if they don't want
them. What happens is one (or several) players heap on the disadvantages
and get tons of advantages. They now become way more powerful than the
"average" player. If another player doesn't want to take any disadvantages
they are going to be at a big disadvantage because the GM is going to have
to make encounters tougher for the more powerful character. In the end
pretty much everyone is forced to take at least some disadvantages just to
at least be close to on par with the others in the group.
At 02:22 AM 10/29/02, you wrote:
>DragonQuest is my game of choice. But that is not to say I have not
>been tempted to stray. and I would play multiple games if I had the
>time. One of the games that intrigues me the most is GURPS. and I
>will tell you why...
>It has a built in "role-playing" system. When you create your
>character, you have can give them advantages, disadvantages, quirks,
>and habits. This helps to define someone's character. and they
>force players to behave in a certain
>fashoin consistantly. Now, I have never played GURPS (but i did play
>Fantasy Trip), so I don't know how this works in practice.
>So I am asking two questions...
>1) what do you think of these kind of reward/penalty systems?
>2) has anyone tried to add one to a DQ campaign.
>
>John
Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/