More fully expressed: by de-emphasising things like cult or community obligations you are just trying to max out a character without the negatives.
This concern is an expression of the Simulationist/Narrativist divide. In Simulationist play disadvantages are mainly enforced by the GM to ensure they are brought into play as a form of balance.
In Narrativist play it is mainly the player of a character that would be driving this kind of issue. A player in a narrativist game only needs the number on the sheet and perhaps a bit of a reminder that it is there. It is about the GM and the players bringing these negatives into play as interesting elements of exploration for their own sake not a matter of enforcement or balance.
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