On the other hand it is not as if the players have gotten any points to build their heroes with from taking these flaws (in HW as opposed to GURPS and Hero). In fact they have spent potential min/maxing resources (words in their description or one of their traits) to get the flaws!
The players use resources to add character to their heroes and I (the G...Narrator) must ensure that they really feel that the flaw is a flaw and not something that is sometimes good but mostly bad?
Why?
In GURPS or Hero...sure, if it is important that all characters be egually balanced. But it sounds to me mostly like the old days "it's the GM versus the players" mentality, which, frankly, is a bit old.
I would prefer not to have to try to distinguish between flaws and other traits. I have not played that much, yet, but I have found it hard sometimes to decide wether a trait is physical, mental or a flaw, but generally it does not matter. Of course, some traits are obviously flaws, but if the player can find a way to make it useful it just adds to the fun, does it not? I certainly do not feel the need to punish her for it!
Some of the people I know, and sometimes game with, would take your suggestions as "whatever you do, do not take a flaw". And that would be a loss to the MGF.
--- Henrix
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