DRAWBACKS
Everyone has baggage. Any fiction
writer knows that good characters have to have flaws and negative stuff,
or they aren't interesting. Even Superman has Kryptonite that weakens him,
and his caring for humans has caused him trouble with bad guys trying to
defeat him.
Drawbacks offer great role-playing
opportunities, as they can interfere with the character's life. An asthma
attack might get in the way, or his runaway flatulence may clear a room at
the worst possible time. Perhaps the character is on the run, and others
are tracking him down. Maybe he has some emotional or mental problems that
dog his path.
Bad Stuff Gets You Good
Stuff
When you create an AQ!
character, your GM may tell you to take X points in Drawbacks. You
decide what the Drawbacks are. And since positive incentives always make
adding in the bad stuff easier, a character gains Skill Points equal to
his Drawback Points to purchase more
Skills. Take a 50-point Drawback, get 50 free Skill Points to beef
up your character.
Rolegamer Democracy -
What's this?
There wasn't too much
surprising here. Most people loved the idea of flaws, but most of them
didn't want their characters to actually be bogged down with bad stuff. But
just about everyone was fine with it if they got a bonus in return. Playtests showed players
were very excited to design their own Drawbacks, delighting in the act
of assigning bad stuff that made their characters more challenging to
play.
|