mhd on Nostr: The German Dark Eye #ttrpg in it's second edition introduced "negative abilities", ...
The German Dark Eye #ttrpg in it's second edition introduced "negative abilities", i.e. you didn't have the usual spread of character-defining ones (e.g. D&D's Strength, Dexterity etc.), but also an equal amount of what amounts to mental weaknesses: superstition, greed, various phobias.
It's not too different from the disadvantages you get in a lot of point-buy systems, and as a matter of fact, that's exactly what the fourth and fifth editions of The Dark Eye are doing.
But I still think it's interesting if everyone has at least a bit of a small set of weaknesses, as you don't need to keep notes which character has which or ask about it ("Anyone here bought 'Violent Temper'?") and the experience is closer to D&D's "saving throws". Yeah, the player's rightfully suspect the golden idol on the pedestal to be connected to some kind of trap, but then the dwarf and the rover failed their save vs. Greed.
Hmm, I might need to do an evil #osr mashup of TDE2 and B/X at some point in time…
It's not too different from the disadvantages you get in a lot of point-buy systems, and as a matter of fact, that's exactly what the fourth and fifth editions of The Dark Eye are doing.
But I still think it's interesting if everyone has at least a bit of a small set of weaknesses, as you don't need to keep notes which character has which or ask about it ("Anyone here bought 'Violent Temper'?") and the experience is closer to D&D's "saving throws". Yeah, the player's rightfully suspect the golden idol on the pedestal to be connected to some kind of trap, but then the dwarf and the rover failed their save vs. Greed.
Hmm, I might need to do an evil #osr mashup of TDE2 and B/X at some point in time…