Roleplayer #24, June 1991
A Matter of Principle
Code of Honor, Sense of Duty, Vow: The Self-Imposed Mental Disadvantages
by S. John Ross
A great many of the mental disadvantages in GURPS
overlap in terms of what they mean to the player. If a fantasy warrior will,
without exception, save any damsel in distress, several game explanations
could be given. He might simply have a Sense of Duty to them, or he may
have taken a vow that "no lady will come to harm." He might also
have Compulsive Womanizing (of a very extreme sort!), or a delusion that
the Faerie Emperor had decreed that he be the Sacred Guardian of Damsels.
It could be any one of a number of Codes of Honor, or even an Obsession
(see GURPS Riverworld).
The net result is the same, but the explanation makes a big difference in
the way the character is played. The motivation is defined by the
disadvantage, and this is vital to understanding what makes a character
tick. It is not merely a cosmetic difference. It determines just why the
person does that, and when exceptions will occur.
A major division can be made between the two basic types of mental disadvantages
that prohibit or require certain types of behavior. Disadvantages such as
Delusion, Obsession, and Compulsive Behavior are all neuroses of varying
degrees. They are outside the character's control, and are impervious to
reason. Sense of Duty, Vow, and Code of Honor, however, have the distinction
of being self-imposed. The character has made a deliberate choice
to act in a way that is a disadvantage.
There are several reasons why some players prefer self-imposed disadvantages
(SIDs). They can be a great vehicle for character expression. A disadvantage
seems somehow less restrictive when brought about by a character's own convictions.
It is also true that SIDs are, by definition, easier to reasonably be rid
of. They are entirely under the control of the PC, which makes justifying
their (gradual) disappearance easier. This needn't be as bad as it might
sound; changing a character can still be good roleplaying if it's done right!
A good way to develop a character is to allow him to change in major ways.
Codes of Honor, in particular, can change in an interesting way, as the
character becomes bitter about his former virtue, or finds another way of
living. Pride is a factor, too. Some players find it easier to stand behind
a character's actions when he is motivated by honor or a bond of fellowship.
(On the other hand, some people prefer to play a character who is mad.
So be it.)
Developing a PC's self-imposed limits early on is important, and will often
fill that empty spot in the disadvantage list. Just a little thought will
often reveal one or two aspects of a character that can be hammered into
a perfectly legitimate personal Code of Honor.
Drawbacks
The major problem of SIDs is also their strength. The (potential) variety
is as great as the number of RPG characters! These are individual traits,
best when custom-tailored to the player's creation. Not all knights, for
instance, have the same beliefs, though they have many in common. Most of
the more likable "criminal" characters in adventure literature
have a crime or two that they won't touch. And each belief has different
levels of strength. Not littering is one thing, going around cleaning highways
is another, and stun-gunning litterbugs on sight yet another!!
Look at the Codes of Honor listed in the Basic
Set. They are most useful in settings resembling pre-17th-century
Earth. While the Pirate's Code is somewhat flexible as regards setting,
the Gentleman's Code (as presented) and Chivalry simply won't translate
into a modern campaign, or one that is especially primitive (such as an
Ice
Age campaign). Thus, clear guidelines for "pricing"
these disadvantages are needed to develop new ones consistent with the intent
of the rules. The following rules are presented to help GMs define the value
of SIDs with confidence. They can also provide a useful gauge for evaluating
other sorts of disadvantages.
Pricing Guidelines
In general, the value of a SID, or any other mental disadvantage, depends
on the inconvenience it causes the character. A disadvantage may limit the
character's behavior -- getting him in trouble, or keeping him from escaping.
Or it may affect the reactions of other characters.
In general, a disadvantage which has no real effect other than "Hmm,
that's interesting," is only a quirk. A disadvantage that causes only
minor or occasional inconvenience is worth 5 points. One which causes regular
problems, or occasional major ones, is worth 10 points. One that affects
the holder significantly, every day, is worth 15 points.
Quirks
Many of the vows presented for my approval as GM fall into this category.
This is because many SIDs cause no real inconvenience, loss of freedom,
or trouble to the PC; they merely help define him. This is great, of course,
and should be encouraged as a very useful form of Quirk. But a vow to, say,
never draw a sword in the presence of a certain form of pottery, no matter
how strongly it is upheld by the character, is simply not extreme enough
to be a 5-point disadvantage.
Very few Codes fit this category. Most matters of personal honor are at
least important enough to cause bad reactions or strongly affect decisions.
Many Vows will fall here. Sense of Duty to some item of property
might also fit, depending on the item. If the object is likely to be imperiled
with any measurable frequency (a lucky throwing axe, an item of displayed
jewelry, a ship), then 5 points would be fair. If the item is easily guarded,
such as a silver dollar kept in the pocket at all times, then it is a Quirk.
5-Point Disadvantages
Self-imposed Disadvantages of this sort will not usually get you
killed, broke, or humiliated. They will strongly affect your judgment
in some minor area, or deal with something which is rare in the campaign.
A 5-point SID could also be a less restrictive, self-imposed version of
a greater disadvantage (a code that does not permit theft would be a partial
version of Honesty).
Thus, a vow to kill everyone on sight when near any bug-eyed, polka-dot
aliens would be worth only 5 points in most reputable Space
campaigns (and usually accompany a Delusion or two). While a vow to go on
a killing rampage under a named condition is extremely serious, the condition
here named is not -- and it's likely to be rare. More common SIDs at this
level include: things that determine how you spend your free time, things
that affect combat in minor ways (never draw a weapon indoors), or things
that might cause others to take offense. Vegetarianism, for instance, could
bring about a bad reaction from an uninformed host, but is not truly an
Odious Personal Habit.
SIDs of this level will quite often be rational and logical, and are likely
to be respected by NPCs who understand the reasons for them. They will almost
never cause stress within a character group.
Most restrictions on weapon use will fall into this category. This depends
on the importance of the weapon class within the culture -- cutting weapons
in the Middle Ages, or guns in the Old West, would be weapon classes worth
10 points. But remember, unless the character is a fighter type, no restriction
on weapons is incredibly important to his daily life. For any non-fighter,
drop the value of a weapon restriction by one level (from -10 to -5, from
-5 to quirk).
A few further 5-point examples: Never lie (the existing Truthfulness disadvantage).
Always avenge an insult. Donate money to every deserving charity. Always
be courteous. Never strike an unarmed man. Find your true family history
(this often means huge investments of time and money for research). Never
give anything away. Tithe 10% to the Church.
10-Point Disadvantages
At this level, you can expect injury, loss of property, loss of respect,
or relatively extreme inconvenience. This is the realm of most Codes of
Honor, the more extreme religious taboos, and minor quests. SIDs of this
level will often be irrational or quite difficult to maintain within the
character s society.
To be worth 10- points, the disadvantage should cost the character money
on regular basis, or affect his use of time, or seriously affect
judgment or options. For combat-related SIDs, things like always fighting
with your off hand, never using guns, or permitting no foe to survive a
fight go here. Major restrictions regarding property, communication, or
environment also apply. These disadvantages will often cause some friction
within a group, or even embarrassment ("Sorry, he really insists on
kissing the walls. It's a religion thing"). If a character insists
that those around him follow some minor (5-point) SID, this would also qualify
("No handguns will be used while I am present").
Some sample 10-point SIDs: Never use doorways. Give all excess money to
ecological groups. Never eat in the presence of others. Never shave. Find
your long-lost father. Permit no discourtesy in your presence. Allow your
opponent the first blow. Completely avoid one class of people (not necessarily
intolerance; it could be for religious reasons, or out of respect).
15-Point Disadvantages
Someone with a Code of Honor or Vow of this magnitude will usually be so
affected as to be considered a class apart from normal people. Codes of
this level will be strict and complex ways of life, combining many smaller
SIDs from quirk level up. Vows will be life-consuming quests
(vows of vengeance included), or cut wholly against the grain of normal
existence. Such things involve a great loss of what others view as personal
freedom. To you, it is the Only Way. 15-point SIDs will often be the close
cousins of Fanaticism. Extreme monastic cults, orders of knight-hood, suicidal
mercenary warriors, or the Defenders of The Ether Infinity will usually
have SIDs in this range. A Code of this level not only sets its holder apart
from normal life, but also involves a considerable danger or restriction.
Many people not so bound will view these things as stifling. The penalty
in game terms will be high.
Because they are so extreme, these are often the easiest of the
self-imposed disadvantages to role-play. They define the great archetypes
of their culture. The Hero's Code from GURPS
Supers and the Code of Chivalry are the classics of this
sort. This, however, represents a danger. Often, players will turn to these
disadvantages in lieu of a solid character concept. This is fine in one-shot
adven-tures, but the novelty may wear off in an extended campaign . . .
the other characters gain depth, while the Cardstock Avenger never changes.
Most players seeking depth in their characters will eventually end up roleplaying
the removal of such vows, as the character becomes disillusioned
. . . GMs and players should also be careful to avoid SIDs which "cramp
the style" of other PCs in any great way, which these often will.
Examples: Never retreat from any chance to fight. Own no more than clothing
and rations. Use no weapons (worth only 10-points if the character can break
bricks with his hands, and only 5 if the character shoots 10d lasers from
his eyes). Never be closer than 50- yards to another person. Shoot anything
green. Personally disarm every single nuclear device on Earth . . .
Going Beyond
It takes a brave playing group to permit the sorts of disadvantages that
push beyond the normal 15-point limit, but some exist, and some are even
relatively harmless. Total non-violence is a playable
30-point code. A PC android with Asimov's "Three Laws of Robotics"
is playing with a 30-point Code of Honor (total devotion to the good of
mankind, as the robot interprets it or has been programmed, but permitting
some degree of free will). In nearly every case, these larger SIDs will
actually be examples of the Combination Rules.
Combination Rules: Keeping Multiple SIDs Balanced
In most cases, when a player proposes several SIDs for his character, they
should be combined into one, just as the number of Enemies or Dependents
is limited.
For instance, if someone takes the disadvantages of "Never steal, never
use illegal drugs, and never exceed the speed limit," they could be
defined as two 5-point SIDs and a quirk. This would be worth 11 points.
However, the Honesty disadvantage covers all of these, and is only worth
10. These SIDs should be combined to form a 5-point Code of Honor. They
simply aren't worth 11 points, or even 10, because taken together they don't
offer 10 points worth of inconvenience!
Even if a character's collection of SIDs have nothing to do with one another,
they often work better combined into a Code. These are usually named after
the character or his group (The Creed of the Orange Knights, Crazy Eric's
Code). Of course, some collections are extreme or disparate enough to stay
separated. If a character takes a vow to personally disarm all of the nukes
in the world and use no weapons, go ahead and give him 30 points
for it. He'll need them.
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