abstract
| - Have you ever played a game where you choose an advantage for your character in exchange for the game docking some XP? Or a disadvantage which weakens him but gives extra XP? Good. Because heroic virtues and flaws are nothing like it. For starters, in RP heroic virtues and flaws give you absolutely no combat nor social advantage, no mystical bonus or penalty all other players have to comply with and take into account. Their sole function is to provide inspiration and help roleplayers – especially newbie roleplayers – flesh out their characters. A virtue is a defining trait of a character's personality, inner strength or ability which helps him overcome the many obstacles fate may place in his way. A virtue can make the character larger than life, a true hero in dark times. Some Heroes can call upon vast reserves of courage when needed. Some can pierce through veils of lies. The very presence of some can calm emotions and restore peace of mind. Some are just plain lucky. A flaw is also a defining trait of a character, but of the negative kind. You may think “disadvantage,” yes, but the difference between a flaw and a disadvantage is that the heroic flaw does not give you any kind of bonus points in return. A heroic flaw helps you play a dramatic, potentially tragic and even byronic character. It is a fatal hubris of the character's personality. When the character fails and loses, it is usually the flaw that brought him low. Whether due to pride, vanity or misplaced loyalty, it's the character who brings disaster upon himself. Remember that these are still heroic flaws. Your character may be envious or lecherous or greedy, but that doesn't make him automatically a villain - that depends only on you, the player! Think carefully: would you like to travel or socialise with a megalomaniacal albino who kills puppies and babies on sight? They are neither superpowers, nor godmode abilities, nor gameplay or RP guarantees of any kind. A Commanding character won't immediately have the respect and leadership over a squad of troops, an Insightful character will not know everything about the personality and problems of anyone he casts a glance at, a Fortunate character won't be invulnerable because of his luck, a Courageous character won't be completely immune to fear in RP and not resistant at all in PvX. Treat them as seeds which, if given proper care, will blossom into great RP. Should you choose to pick a virtue or flaw, I assume you want to make the chosen trait define your character, to have the greatest impact and influence on his behaviour. All other traits of his personality are secondary, his other advantages are not as pronounced, his other flaws are just quirks. They serve to flesh the character out, not as the primary, driving force. Too many of each cramp one's style. If you're a beginner, either choose neither, or one virtue, or one flaw. However, if you feel experienced and feel up to a challenge, you can try making a character who is both virtuous and flawed or has multiple of any. Remember that a virtue or flaw is a major, but not the sole trait of your character's personality. If you allow the primary trait to overcome and quell all other personality traits then yes, he becomes one-dimensional. A zealous worshipper who won't speak of anything but his deity and duty is fun for a short while (usually five minutes), but gets incredibly boring if such state is prolonged. The best idea is to go with the flow, idea behind the character in mind and allow the details to fill in as the story unfolds. An another idea is to apply the popular character diamond to your concept, although in a slightly modified way. The diamond is set with its points facing vertically/horizontally and its sides facing diagonally. The point facing upwards is the character's primary trait, the one essential to his or her personality and outlook. The bottom point is always the opposite kind of trait to the top point (Flawed heroes get a virtue, Virtuous heroes get a flaw). This is because heroes, no matter how flawed or broken, need some redeeming qualities. Virtuous heroes are hardly ever saints without slightest traces of dirt under their fingernails. With that said, the bottom point of the diamond should only play a minimal role in one's RP and come up only if circumstances specifically demand it. The middle points of the diamond are obviously there to make the character stand out among other characters with the same primary trait. It is up to thr player to decide whether to use more virtues or more flaws. Think this way: If the top point, primary trait is the main dish, then all others are only condiments thet represent the tastes of the cook - the player.
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