Not the actual maturity level of a 10-13 year old but that which people play them to.
Nothing brings a game to a halt like someone throwing a tantrum or being a screeching banshee because they think that is how all fucking preteens act. This shit does not happen as often as what you think, even in the behavioral/ese school I teach at.
Honestly, anything that justifies acting like a fucktard who grinds the game to a screeching halt because LOL RANDUMB or stabbing everyone in sight is fucking terrible.
It's one thing to see a powergamer who takes a bunch of roleplayable flaws that should be bad and hindering only for points, without any intention of actually roleplaying them. It's quite another to see a powergamer who takes those flaws for the points AND because that gives him free pass to shit the game up as much as possible and secretly get hard while doing it.
Shit like making your character an inhuman murderous deviant and then derailing the game to be about raping a defeated opponent again and again while you fetishistically describe slowly breaking his body and snapping joints and tearing out teeth during the rape.
He still wonders why he isn't invited to games any more
>>44831748 that's funny because I specifically play a warforged who is bitter about basically being battle slaves and does that oversensitive thing that black caricatures do to act offended about everything >what do you mean "you people" >who are you calling construct? etc
Thats what you get when the master thinks that having ten flaws could be cool. That next to a thraumatized orphan who was raped and phycologically abused by some kidnapper for years, memories which lead to a cold and aloof character and to a serious drug problems you have a bunch of dudes with "I have a light/heavy sleep".
>>44825674 Worst insanities our GM gave us >Frontliner afraid of healing >Very religious character is suddenly afraid of all religious symbols (except those from Sigmar) >HATE for Magic, on the elf who just warmed up for the rest of the party which included two mages
Weird but I love it: My mage/scholar character got an obsession with books, he was always reading before that but now he talks to them, makes sure they get treated extremely well, cries when one get's destroyed etc.
Well, it can be a flaw if it actually gets them into trouble.
One of the PCs in the through the breach game I'm in nearly got herself killed because she's hot heated and ran off after an assassin rather than sticking with the rest of the group once the assassin was run off. They nearly got killed by the assassin's backup and barely got away.
>>44825674 >a tremendous ego It doesn't sound like much, but I played a grappler once who refused to let others go first into a room which mostly resulted in a lot of near-death experiences (though it was one of our better campaigns and it resulted in some top-notch hijinks).
The other problem was having a character that was oblivious to all but perfecting his wrestling, which means that social interaction usually went south because a certain somebody had no respect for NPCs that didn't grapple and didn't consider conversation outside of the ring to be worth his time.
Once I played a hungry ghost monk who was raised by a sorcerer (with the impossible bloodline) in the bayou. He took a vow of poverty, had no understanding human sexuality due to his isolation with an aloof swamp dweller. This resulted awkward naked situations until he learned that clothing was necessary in cities (he wore what he could "borrow" from wherever.)
Part of his upbringing was the notion that money was the root of all evil. He took it literally and hoarded all valuables in a locked room to prevent anybody from "becoming evil" or following an unholy path. Naturally the party had to learn how to barter with him without using money or expecting him to only accept money as a bargaining chip if he could stash it away for safe keeping.
He became a bank robber believing that he was actively preventing the corruption of souls.
During that entire run he only actually killed 2 people. On accident too. Bleed damage got the first one, a giant rock falling killed the other.
Probably the two worst flaws I've ever run into. Antisocial leads to PCs who spend a lot of time on their own. Which means either they have nothing to do while the rest of the party does stuff without them, or the rest of the players have nothing to do while the GM gives the antisocial PC his solo content.
Mute is worse though, because it usually leads to a character who does nothing during out of combat roleplay because most roleplay involves talking.
Antisocial will have me reject the character concept unless the player convinces me it will be interesting. I'm not sure what I'd consider interesting, but I'd give the player a chance to explain it.
Mute, or 'I don't speak the common language', characters are PCs I will reject without giving the player a chance to explain.
>>44833971 >Bad at cooking. I've had some fun GMing for a player with that one. For most of the campaign, the player just described how his cooking went wrong when they were back at their spaceship. Less than a minute each time, occasionally other players narrated their reaction to it. Just some light humorous nonsense.
Then an FTL mishap set parts of the ship on fire. Players decide to vent the atmosphere to put it out, shutting the players without spacesuits in rooms that weren't on fire. One of those rooms was the kitchen. The player there panicked when he discovered that one of the cooking mishaps had left a few small holes in the wall between there and a corridor that was being vented. Holes small enough that there was still plenty of air in the room after he spent a few minutes blocking them.
Next shopping trip everyone who didn't have a spacesuit bought one.
>>44839235 >Probably the two worst flaws I've ever run into. It was back when I first started DMing. The only reason I accepted the character was because the player was a friend of another player who essentially strong-armed me into going along with their stupid shit. I have since learned the fine art of telling shit players to go fuck themselves.
Mute can actually work if played well. It just requires a player willing to pantomime and consider physical ways of getting their ideas across. Or at minimum, pick up a damn slate and chalk.
It's antisocial that is a kill-on-sight PC trait, for all the reasons you've said. The player was only in the game to make combat rolls, that's all he wanted to do, even though he knew a sizable portion of the game was scavenging supplies and dealing with NPCs.
But, again, strong armed into accepting the character. The player that forced that on me was the type of asshole that thought he could dump charisma and still be convincing in character because 'I roleplayed it, durrhurr.' It was a shit group. I wound up kicking out half the players, after which we continued on and really enjoyed future campaigns.
I have a bit of a related concern. I'm coming up with a character, and I really want to try actual roleplaying, but I don't know what to have as a flaw that won't be either something that never comes up or something that always comes up, and interrupts everything and annoys everyone every time.
In a shadowrun 4e game there was a combat mage with Seductress as a mentor spirit. He had, like, 2 charisma. >After being attacked by thugs he had some blood on his clothes >He took it to the laundromat >He throws his shirt and coat in, seeing a porno theatre across the street >On the way to the theatre he sees a two prostitutes >10mins later all three get thrown out of the theatre >5mins later they get thrown out of the laundromat >Buy the time he responds to his buddy's call for back-up he's already half an hour late and wearing soaking wet armour
>Team is wrecking up a drug lab >Table full of mysterious syringes is found >"Well don't mind if I do"
>>44839454 >>44839235 Mute is very annoying, yeah. But I can see it being done competently, albeit in a good of frustrating manner. There was a mute character in one of the DLCs for New Vegas who communicated by gestures, and you could extrapolate meaning from some of the gestures, or had to make skill checks to determine some of the more difficult ones.
That said, a lot of people also use it as a way to not contribute to the game.
I've played only a few games of D&D. The last game I played was so awful, I don't think I will ever play again.
It was awful because of another player named Adam. It was a level 1 campaign and Adam, who had some D&D experience announced he was going to be a grapple-oriented fighter. Not because he thought it was an interesting archetype, or for roleplaying, or even because he thought it would be powerful. He specifically stated it was because the grappling rules were awful and he wanted to slow down the game.
But it didn't end there. After his character met the party, he announced that his (human) character didn't speak common. He only spoke Ignian, (or whatever the language of Fire Outsiders was). Oh, but he could read and understand Common. He just couldn't speak it. This just led to making talking to each other as painful and arduous as possible. Since no one else in the party could understand Ignian, he said he would model his speaking in Ignian by talking to the other players in Japanese. We're American.
Anyway, some kobolds had kidnapped a boy and we had to go to their cave and get him back. Fine. Except Adam has to be as edgy as possible. We'd killed some kobolds and then Adam is like "I take the spear and ram it up the dead kobold's ass, then I light it on fire and show it to the other kobolds." I kind of mentally checked out at that point.
>>44839454 >type of asshole that thought he could dump charisma and still be convincing in character because 'I roleplayed it, durrhurr.' Funny you should mention that, after encountering numerous players who do shit exactly like that, I stopped playing MUDs altogether. It's to the point that I avoid any and all games that contain Mind Control or Persuasion traits or abilities. And fuck everyone who thinks "Well, I use my Persuasion ability so you have to tell me anything I want to know" is acceptable gameplay.
>>44848386 I later had a player whose character acted like a colossal douchebag to everyone he met, but who expected to be treated like a king just because he rolled diplomacy.
I had to explain to him the concepts of 'NPC disposition' and 'circumstantial penalties.'
He didn't take it well, so I don't invite him to games anymore. All the better, really. The rest of the players were fed up with how obnoxious he was acting in character and how oblivious he was out of character.
We've had flaws in our groups, but not particularly weird ones.
A standout was a character with crippling arachnophobia. Couldn't even handle a spider-shaped key. The character's interactions with spiders were always to the party's detriment, and always hilarious.
Once, a phase spider kidnapped one of the party members, and she saw it. Which is to say, she saw an elephant-sized spider teleport into the room, snatch the cleric, and vanish again. She was catatonic for ten hours. Another time, she was the only one to make an absurdly difficult Spot check to notice a disguised marilith demon casting spells at them. It was disguised as a regular-sized spider. She ran through two blade barriers, succeeding perfectly at both reflex saves, to get away from it. And that's not be being a dick DM, that's totally the module's fault.
>>44839235 My mute character knew sign language, and I arranged for another player's character to know it too so she could be translated for, like any good player would do. My character kind of became the party leader. And a minor divine aspect of karma. And a queen. And had a warforged factory make a giant statue of her that could be piloted. It was a bit of a wacky campaign.
>>44856671 >not frontloading your character with a boatload of crippling issues that won't inconvenience you in the slightest. >Not having your character get over said issues when it actually matters and grow stronger as a result. Brah, it's really that simple.
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