Choosing Flaws

All of the things that make life more challenging, from health problems to mental disorders to social stigmas, are represented as flaws. A flaw is a character trait that undermines or limits your character’s abilities. It would seem natural that the wise player would want to avoid flaws. Not so. A flaw adds richness and personality to a character's success. Your goal is to take flaws that limit you in areas that are not central to your character’s success. Flaws can be fun to play!

Getting the Point of Disadvantages

From our perspective, the most important thing about disadvantages is that they are a large part of what makes playing a character fun. Just like with the people you know, characters’ quirks and oddities make them interesting.

The disadvantage of disadvantages

The least fun thing about disadvantages is that they really only count if they limit what you’re able to do. Think back to your character concept and make sure you know the primary function the character will serve in the party and any secondary areas. Then step back and identify any areas that you really don’t care about. You probably don’t want to take any disadvantages in your primary area and want to focus most of your disadvantages in those areas that aren’t critical. You may also want to think about your character’s personality, both in terms of other characters in the party and other players in the room.

In some campaigns, a GM may introduce required disadvantages. Most commonly, these are elements that serve to bring the party together, such as a shared Enemy or a common Duty.

Adjusting disadvantages during play

Unfortunately, bad things can happen to your character during play. Characters can get hurt, traumatized, or acquire vicious enemies. These types of disadvantages are usually temporary and often can be undone in the course of the adventure — all you have to do is encounter a magical cure, get therapy, or finally defeat the evil villain.

Traits

Traits describe a minor aspect of your character. Your character may have up to five of them, with one of them opposing the other 4. In general, a trait has to be

something that causes others to react to your character differently. Traits can be physical (such as mismatched eye color), superstitious (avoids the number 5), mental (counts in different languages), or just plain annoying (drums fingers while talking).

You should always talk with your GM about traits that you want to have before making them a part of your character concept. In some cases, something that you consider a trait may be something that the GM decides is worth being a disadvantage (a superstition may become a phobia if the situation is very common). In other cases, the GM may feel that the trait would be too annoying, either to other players or just to the GM. Traits are one part of your character sheet that many GMs let you fill in as you play. Sometimes a small incident grows into a major component of the character’s personality by becoming a trait.

Embracing Human Nature

The disadvantages here are the ones that give characters personality. For the most part, these are the sorts of issues that you’ve probably observed in coworkers and family members. And frequently, they are the sort of characteristics that we use when we describe the essence of a person — he’s got a bad temper, she always tells the truth, or he just never gets the joke.

You should think through how comfortable you’ll be playing a particular disadvantage. If confrontations make you uncomfortable, then you probably don’t want to play a character that has a bad temper. Also keep in mind that your character’s disadvantages shouldn’t become your own. Just because the character you’re playing is stubborn doesn’t mean you as a player have to be stubborn when making plans with the other players.

Acting out — A matter of degree

The disadvantages discussed in this section are ones that most of us possess to one degree or another. If minor enough, the characteristic may be a trait or not even worth mentioning. The more intensely your character is defined by the disadvantage, the more her actions become limited. In the course of the adventure, as in life, it is sometimes in your best interest to act against your nature. In those cases, you need to exert self-control to take an action that is counter to the disadvantage.

There’s one in every party

Some very positive character traits can become disadvantages in an adventure setting. For example, a character with Truthfulness cannot tell a lie; she can avoid answering a question, but she can’t lie.

Two disadvantages that some players bring to each and every character are Curious and Impulsiveness. Of course, rushing in is not always a very good idea.

Although the disadvantage can be a tremendous problem in real life, playing a character with Gullibility can be great fun. The GM usually likes it, too, because your character can be told elaborate stories, and she’ll believe every word — and act on them, too. As a consequence, be careful about what other disadvantages you take with Gullibility (avoid ones like Impulsiveness).

Relating to other people

A wide range of disadvantages describe to what extent your character needs other people around. For example,

A related disadvantage is Xenophilia, which relates to how your character reacts to individuals of other species or, depending upon GM interpretation, other cultures.

Another set of disadvantages relates to how giving you are, both in terms of your time and energy as well as your money:

Taking risks

When evaluating risky situations, two disadvantages can dramatically change your character’s options:

Focusing on people, places, or things

Four disadvantages describe the negative ways in which a PC might respond to a stimulus such as a place, a symbol, or any other identifiable item or collection of items. In many campaigns, stimuli specific to the adventure may be appropriate (for instance, in a real-world campaign, a fear of vampires is probably a trait, but in a horror campaign, it’s a valid Phobia).

Use with caution

The set of disadvantages that can be most challenging to play are those that run counter to the traits of a good player. In particular, the following disadvantages

are very difficult to play unless you tend to nap through most of the action:

The GM may rule that the player of an Indecisive or Clueless character is restricted in how much he can influence other players. Indecisive is not a disadvantage,

for example, if you as the player get to be decisive and talk other players into your course of action. We’ve always wondered why Incurious characters ever leave home; make sure your character story explains that.

Sometimes you can conceive a character who’s a bit grumpy or not so nice to be around. And of course, there are disadvantages for those situations as well:

The difficulty with these disadvantages is that they are traits that most of us do not like to see in our friends. It can be a challenge for other players in the party not to become frustrated with your character’s behavior.

Other difficult disadvantages include the following:

Failing to fit in

Although how well your character gets along with the rest of the party is an important factor to consider as you select disadvantages, you may want to consider some that make getting along a bit more challenging. Most of the disadvantages in this category won’t dramatically change what you are able to do, but rather influence how you go about it. None of these, however, are recommended for a character destined to play a primarily social role.

How you react to others

Limiting your own actions

Some disadvantages require more role playing skill than others. Not all characters contribute to the party equally, and no matter how excited you as a player are, or how much you want to contribute to the campaign, you may limit your character’s abilities within the party with disadvantages such as the following: