Narrative Use
Texto
Advantages and disadvantages confer certain narrative effects, some of which give players quite a bit of leeway to shape the story. Frequently, an advantage means that the character is able to do things within the scope of the narrative that others cannot, or can accomplish things more quickly. Alternatively, a disadvantage might mean a character is more limited within certain spheres. Remember, though, that most advantages have a downside somewhere, and most disadvantages confer some sort of benefit under particular circumstances.
Another way these can factor into the story is by eliminating the need for the character to make certain checks. This is meant to help a character’s traits and backstory factor into the way that character behaves organically. For instance, a character who is passionate about a topic should never fail to recall a piece of trivia about that subject—nor should a blind character have to make a check to avert their eyes from a flash of light that disorients others. At other times, a character’s advantage or disadvantage might cause them to make a check others don’t need to make—a character’s fascination with a topic might make it hard for them to research a less interesting subject, or a character’s fear of a thing might mean they need to make a check to face it. The GM is the arbiter of these situations.
Texto do livro
Core Rulebook · Chapter 2: Creating a Character › Using Advantages and Disadvantages in Play › Narrative Use · p. 100
Mostrar o texto como impresso
Advantages and disadvantages confer certain narrative effects, some of which give players quite a bit of leeway to shape the story. Frequently, an advantage means that the character is able to do things within the scope of the narrative that others cannot, or can accomplish things more quickly. Alternatively, a disadvantage might mean a character is more limited within certain spheres. Remember, though, that most advantages have a downside somewhere, and most disadvantages confer some sort of benefit under particular circumstances.
Another way these can factor into the story is by eliminating the need for the character to make certain checks. This is meant to help a character’s traits and backstory factor into the way that character behaves organically. For instance, a character who is passionate about a topic should never fail to recall a piece of trivia about that subject—nor should a blind character have to make a check to avert their eyes from a flash of light that disorients others. At other times, a character’s advantage or disadvantage might cause them to make a check others don’t need to make—a character’s fascination with a topic might make it hard for them to research a less interesting subject, or a character’s fear of a thing might mean they need to make a check to face it. The GM is the arbiter of these situations.
