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.
 

 
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This Web site was last updated on Sunday, February 28, 2010 at 14:31:35

The Amazing Quests! Multigenre Universal Rolegaming Framework and Astroscape Zero are all Copyright © 1983-2010 by David Fitzpatrick.