tag:blogger.com,1999:blog-2173632392733978892.post3780406286632420230..comments2024-03-20T00:11:06.022-07:00Comments on Game Design Fanatic: Disadvantages, Part I: Overall PurposeGame Design Fanatichttp://www.blogger.com/profile/03071346689910755467noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-2173632392733978892.post-27301863862886611802009-09-14T09:22:47.397-07:002009-09-14T09:22:47.397-07:00This does make it harder to think of abusive disad...This does make it harder to think of abusive disadvantages, in that it makes it harder to think legal disadvantages period. But I'm a creative guy. I'll take:<br /><br />Oral tradition: Illiterate, but has superior memory<br /><br />Born in the woods: No formal education, but friends with all the animals.<br /><br />Farsighted: Can't see well close up, bonus to see far away<br /><br />So I can't read, I can't read, and I can't read close up. But I get lots of cool bonuses!Game Design Fanatichttps://www.blogger.com/profile/03071346689910755467noreply@blogger.comtag:blogger.com,1999:blog-2173632392733978892.post-72093358248583643572009-09-14T09:19:02.935-07:002009-09-14T09:19:02.935-07:00This comment has been removed by the author.Game Design Fanatichttps://www.blogger.com/profile/03071346689910755467noreply@blogger.comtag:blogger.com,1999:blog-2173632392733978892.post-81971939755556462032009-09-14T06:17:37.530-07:002009-09-14T06:17:37.530-07:00Example:
If one takes an advantage like "Wor...Example:<br /><br />If one takes an advantage like "World class drinker" whereby the character is almost impossible to get drunk with any real negatives, rather than then trying to find a disadvantage to pay for that in points (like say fear of horses), the disadvantage is paired with, like say alcohol addiction with the character needing to drink every day.<br /><br />So rather than choosing advantages and paying for them with disadvantages, you choose paired advantage/disadvantage.<br /><br />From a balance point of view this is immenesly helpful, as you can reduce the number of variables.<br /><br />This prevents 'disadvantage negating' where a player takes one disadvantage that makes another disadvantage of no further penalty, but still can use the points for more advantages.<br /><br />Ie, a character may take a "creepy voice" trait that lowers charisma when talking, and then take "mute".Zzarchovhttps://www.blogger.com/profile/07714805545939725730noreply@blogger.comtag:blogger.com,1999:blog-2173632392733978892.post-16882203609224757062009-09-13T19:57:00.877-07:002009-09-13T19:57:00.877-07:00Thanks for the comment, but I don't quite foll...Thanks for the comment, but I don't quite follow what exactly you mean by linking every positive attribute to a related negative one, or how that avoids "ridonkulous" characters.Game Design Fanatichttps://www.blogger.com/profile/03071346689910755467noreply@blogger.comtag:blogger.com,1999:blog-2173632392733978892.post-5072226611267646272009-09-13T18:47:45.330-07:002009-09-13T18:47:45.330-07:00My personal view on any positive attribute is it s...My personal view on any positive attribute is it should be linked to a related negative one.<br /><br />This allows better avoidance of "ridonkulous" characters. Ie, having a bum leg, and a missing toe, and then having that leg be lost etc.Zzarchovhttps://www.blogger.com/profile/07714805545939725730noreply@blogger.com