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Fantasy Express / Weaknesses
« on: April 06, 2024, 12:45:55 PM »
Hi,
I've been enjoying reading Fantasy Express and there are many things I like about it. However, I've always had problems with weaknesses / flaws as "bonus points". Some players try to min/max them to make absurd characters and GM needs to remember to apply them. What if they worked more like passions? You get something out of them (Drive maybe) when they actually complicate the character's life or when they make the adventure more interesting. This way it's harder to game them and players are themselves incentivized to remember them and bring them up. This might also have the bonus of giving characters that have gained weaknesses like crippled a "consolation prize". What do you ppl think?
I've been enjoying reading Fantasy Express and there are many things I like about it. However, I've always had problems with weaknesses / flaws as "bonus points". Some players try to min/max them to make absurd characters and GM needs to remember to apply them. What if they worked more like passions? You get something out of them (Drive maybe) when they actually complicate the character's life or when they make the adventure more interesting. This way it's harder to game them and players are themselves incentivized to remember them and bring them up. This might also have the bonus of giving characters that have gained weaknesses like crippled a "consolation prize". What do you ppl think?