All the World's a Stage: Roleplaying with disadvantages
All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW. Have questions about roleplaying, or roleplaying issues? Email me -- I'm always open to suggestions!
When I first leapt into the world of tabletop roleplaying, I started (as so many did) with the basic Dungeons & Dragons campaign. Later, my brother the GM discovered a relatively new roleplaying system called GURPS -- it stands for Generic Universal Roleplaying System. The fun part about GURPS was that it wasn't simply about heroes wandering off in a faux medieval world; there were campaigns for everything from superheroes to bunny rabbits. ...I am not kidding about the bunnies.
It wasn't just the staggering array of campaigns -- the process of character creation was also incredibly detailed and entertaining. It took the concept of simply rolling a dice for particular character stats and threw it out the window. With GURPS, a GM would give you a set amount of points to create a character with. You started out with a 10 in each typical statistic-based category like health, strength, dexterity or intelligence, and then you could simply assign more points to whatever stat you wanted and whatever skills you wanted.
The unique aspect of building a character however, was the advantages and disadvantages you could assign -- and it made all the difference in who your character was going to be.

The way the advantage and disadvantage system works is pretty simple. Advantages are things that directly benefit your character, and they cost points to take. Disadvantages, however, do not benefit your character in any way. In fact, most of the time, they make your character have a harder time than usual with everyday interactions.
So why would you pick any disadvantages at all? Because taking those disadvantages actually gives points back to you, which you can then toss into getting better things for your character. The more disadvantages you have, the more skills you can pick up and the more advantages you can buy. It was this careful balance between advantages and disadvantages that really struck me as clever back in the day. It wasn't just about the tabletop roleplaying, however -- it could be taken out of that tabletop roleplaying concept and applied elsewhere, too.
What GURPS struck on with this system is something that also applies to creating a character for a written story or a character for roleplay. For every advantage a character has in his life, there should be a disadvantage of some sort, to prevent him from staggering his way into the magical land of the Mary Sue. It's a curious sort of balancing act, but it worked for GURPS; for every high-powered ability you had, there was something lurking behind that ability that kept your character from being too over the top, that kept the character in check.
The same applies to roleplay and character development. When you're creating roleplaying characters, it's tempting to give them every advantage in the world, from superhuman strength to the ability to talk themselves out of any situation. But giving your characters a million advantages with no disadvantages to speak of makes for one-dimensional characters that have the potential of getting on people's nerves and can eventually make those characters boring to play.

It's often hard to come up with negative traits about a character, or things that might work against your character in the long run. Why would you want to focus on bad attributes? This is the other big reason I like GURPS and other systems similar to it -- the books come with a long, long list of potential disadvantages, and the more you look at them, the more you realize these types of disadvantages can give your character an added depth that will actually increase roleplaying opportunities. Let's take a look at a small handful of disadvantages from the GURPS system and how they would apply to characters in a game like WoW:
- Addiction Not only is this a pretty obvious disadvantage, it's been touted as one of the hallmarks of blood elf society since the launch of The Burning Crusade. Blood elves are addicted to magic, but other characters could find themselves addicted to other substances, whether it's some sort of drug, alcohol, or the simple high they get from charging headfirst into battle. What you want to keep in mind with addiction is that most addictions need to be satisfied, or withdrawal symptoms may occur. Those withdrawals make for a pretty unpleasant experience for your character and an interesting experience for those roleplaying with him.
- Bloodlust For most orcs, this is kind of a hail back to the days of the Old Horde, when drinking Mannoroth's blood turned them from a shamanistic society into a group of bloodthirsty savages acting out the will of the Burning Legion. But bloodlust doesn't have to take over everything your character is; it can simply be directed at enemies your character is fighting. Your character wants that enemy dead -- and will go to outrageous and messy lengths to make sure it is dead and will never return to life, much to the discomfort or disgust of those accompanying him.

- Greed This is an almost typical disadvantage for goblins, but it can apply to any other race out there. Your character lusts for wealth of any kind and will do whatever it takes to get that wealth. You can stretch this out as narrow or wide as you'd like -- small sums of gold don't really catch his attention, but giant piles of it guarantee he's going to try anything under the sun to make sure that gold is in his bank or under his mattress at the end of the day.
- No sense of humor Your character has absolutely no sense of humor. Any jokes made around your character are taken literally, and your character is earnest, serious, and completely means everything he says at all times. This disadvantage can end up being hysterically funny in the long run, especially if your character encounters someone who cracks jokes constantly.
- Sense of duty Your character is strongly committed toward a particular class, race, or even individual. Your character will never, ever betray them, abandon them, or fail to leap to their assistance if they're in trouble. How is this a disadvantage? Well, if your morals toward one particular race, class, group, or person outweigh what you are asked to do, you simply won't do it. Or if you are called away to help that group of people you're dedicated to, your character has to make the uncomfortable choice between staying with his friends or leaving immediately to go help that group. This disadvantage creates tension, something that can help create dynamic roleplaying scenarios.
- Squeamishness Your character cannot stand anything deemed "icky," like creepy-crawly bugs, blood, dead things, slime, etc. Exposure to these things can trigger anything from being markedly uncomfortable to full-on squealing like a girl and running the other direction. Needless to say, the potential for humor with this disadvantage is high.

- Truthfulness Wait, isn't being truthful a good thing? It can be, sometimes. But if your character hates to tell a lie, then covering for another character's indiscretions is nigh impossible. Truthfulness can be anything from being very, very bad at telling lies, to being unable to speak when asked to lie, to compulsively having to blurt out the truth when asked directly about a situation.
-
Weirdness magnet This is my favorite disadvantage in the GURPS system and one that I took without fail for every character that I made. The description of the disadvantage makes it clear:
Strange and bizarre things happen to you with alarming frequency. You are the one demons stop and chat with. Magic items and disturbing properties find their way to you. The only talking dog on 21st century Earth comes to you with his problems. Dimensional gates sealed for centuries crack open just so that you can be bathed in the energies released ... or perhaps the entities on the other side invite you to tea.
This is an example of a disadvantage that directly works its way into roleplay. I actually have a character who is afflicted with something similar to this -- it isn't that strange things happen to her, it's that she is constantly drawn into grand and world-changing schemes, plots, and various sundry matters of grave importance. Meanwhile, all my character would like to do is while away the days sunning herself and napping on the nearest cozy hammock. This makes for an interesting experience for those involved with her -- they are invariably drawn into whatever grand scheme she is noisily complaining about being involved with.
-- GURPS Basic Set 4th Edition
This is only the tiniest selection of disadvantages available in the GURPS system. Steve Jackson Games has a list of all advantages and disadvantages in the GURPS system -- it's something worth glancing over and seeing if any of those disadvantages are things that could potentially apply to your character.

There is a line, however, where too many disadvantages can also make your character come across as a Mary Sue. A character designed with only disadvantages in mind can quickly come across as someone seeking sympathy or attention, which can be just as repugnant as a perfect princess to some roleplayers. The trick is taking those disadvantages and balancing them with good things, so that your character is a well-rounded person, rather than an example of perfection or eternal sympathy.
The other thing to note when you are creating a character is that sometimes those things that seem like advantages aren't really advantages at all. Mary Sue characters typically tout "unique" physical characteristics such as unusually colored eyes -- something done in an attempt to make them special. But oddly colored eyes are actually a disadvantage, when you look at it. Weird colored eyes are weird, and people are going to look at you funny and possibly react in a negative way.
However, most disadvantages that you give your character can be starting points for RP -- an alcoholic loudly going on and on in a bar may be obnoxious, but if he lets something interesting slip in his drunken rambling, people might be interested in hearing more. A squeamish character is an entertaining prospect to take along on a particularly gruesome mission, if only to see how he reacts to disgusting situations. Someone afflicted with a weirdness magnet can also be a magnet for bizarre stories and events, something that can draw other players in.

Though some may turn up their noses at the thought of giving their characters negative traits, those negative traits can turn into positive roleplaying situations if handled correctly. If you've noticed your character's life is lacking a little spark, give him a disadvantage or two to play with and see how that changes his interactions with other characters. Sometimes, all that's lacking to brighten up your character's life are the little things in life that bring him down.
Filed under: All the World's a Stage (Roleplaying)






Reader Comments (Page 1 of 2)
totemdeath Apr 10th 2011 6:15PM
Disadvantages need not be limited to either physical or psychological. You could take advantage of cultural or political disadvantages, say have a compulsion for the latest fads, or be a member of a political faction considered extremist by most other roleplayers
Aruhgulah Apr 10th 2011 6:44PM
or even monetary -- imagine playing someone who's taken an oath of poverty (or charity).
razion Apr 10th 2011 6:19PM
After reading this I've come to the alarming conclusion that a lot of my characters end up coming out as abundantly truthful with little to no sense of humor--I tend to play a lot of overtly honest characters because frankly, that's how I function.
If I wanted to play a character who understood jokes, I'm not even very sure I'd know where to start. How am I supposed to crack up at jokes I don't even understand are occurring?
Joakim Apr 11th 2011 9:11AM
So in other words you're the one who always laughs in the wrong place?
*debriefing after raid or special mission into Bad Dungeon*
"They ... cut off his feet. They cut off the tanks feet! So he couldn't charge!"
"Gruesome ... and did you see what they did to that mages tongue? Turned into a reanimated warlock ... ugh."
*ha ha ha!*
"You know, that wasn't funny."
Building a character who never gets the joke might be a fun experience :)
MusedMoose Apr 10th 2011 6:20PM
RoleMaster is another tabletop RPG system that has a system like this, though they're usually called Talents and Flaws. I played in a long-running game with friends from college in that system. And since adventuring changes those who call it their profession, our characters would gain new talents and flaws over the course of our adventures, sometimes with interesting results and sometimes with interesting origins.
For instance, I played a dragon-blooded character who had a flaw called "Repulsive Habit - Minor", meaning it was the kind of thing that weirds people out without being outright disgusting. He ate eggs whole, shells and all. The GM came up with this because she decided he needed the sulphur and other minerals so he could use his fire-breathing ability, since he wasn't a full dragon and didn't produce what he needed naturally.
My other character, a chaotic little sorceress, ended up with fears of spiders, demons, squishy noises, and jello. The first two came about naturally, the third came from a failed Sanity check when dealing with these organic doors in a cultist hideout we infiltrated, and the fourth came from a lich-like being whose body went gelatinous when he died... and when he came back a moment later. @_@ The only problem is that she tended to react to things she feared by hitting them with her "blow them up from the inside out" spell. I still regret that we never got invited to a party with a large display of jello desserts. ^_^
Nivella Apr 10th 2011 6:28PM
When reading about the weirdness magnet, all I could think about was Rincewind.
Icarus Apr 10th 2011 6:45PM
You just won internets.
I was thinking about it and it seemed familiar, you just placed my finger for me.
also Fallout new vegas, weird wasteland.
Baba Apr 10th 2011 8:03PM
Drop-bears!!!! D:
run for your lives!!
Joakim Apr 11th 2011 9:14AM
Rincewind actually does the right thing.
He doesn't run aay from a dangerous mob following him. He run towards them (thus eventually ending up in treat range of the tank, and Rincewind is safe)
:)
(This is not the righ column, I know, but - clothies: Run TOWARDS the danger, don't try to run AWAY.
Danger will follow you.)
Ylspeth Apr 10th 2011 6:31PM
All my rp characters have disadvantages. It makes them unique.
For example, my warlock is handicapped. She wears a leg brace and walks with a pronounced limp.
Her interactions with the world around her is shaped by that fact, even down to what she wears. She always keeps her legs covered by long robes.
She hates being thought of as weak and pushes herself hard to "be as good as everyone else." Heck, it's even the major reason she became a warlock in the first place.
Marcosius Apr 11th 2011 12:51PM
Speaking of warlock handicaps: Mine is old. Well, she's "young-ish/middle-aged" (170) for an elf but looks like she's on her last legs. Remember, that magic corrupts. Arcane corrupts. And Fel is Arcane on crack.
Aruhgulah Apr 10th 2011 6:42PM
Oh, the GURPS disadvantages. The memories you just brought back...
The weirdness magnet was my favorite, too -- as a GM. Especially when certain players started taking multiple disadvantages in order to take more advantages. Oh, ESPECIALLY then. There was no end to the trouble I dumped on my players when someone took that particular disadvantage, thinking it was easy extra advantage points.
It'd be great if they could incorporate those into WoW as a whole, somehow. I'd love to see how the weirdness magnet would play out. MUAHAHHAHAHHHA....
katberz Apr 10th 2011 7:08PM
My nelf mage has lived for thousands of years and is powerful beyond belief. However, she is incredibly acerbic and has a very short temper. I was a bit wary about RPing her in the beginning but her caustic personality has actually resulted in hilarious RP because she's so easily wound up and doesn't hesitate to retaliate with biting sarcasm or, failing that, a fireball in the face.
Raginghobo Apr 10th 2011 7:21PM
I would like to see someone roleplay a alcoholic. Imagine swerving and stumbling your way to 85 your character drunk the entire time, now theres a challenge.
MusedMoose Apr 10th 2011 7:55PM
Double points if you're the tank. ^_^ I think it'd be hilarious to stay in character all the way through an instance, especially if you've got a group that's either wondering what the hell is going on or starts playing along.
"You, with the earsh, turn that thing into a sheep or... shomething." *hic!*
Even better if you wipe. "I'm drunk! You don't have an excuse!"
Nivella Apr 11th 2011 2:56AM
Funny that you say that, I met a drunk in world today. I was using the target dummy to test some new addons and he stumbled over and commented on, "pretty colors" and how blurry the world was. He was a dwarf and insisted he wasn't drunk. I told him that he was a dwarf in his natural state. Then he told me he thought he was good at holding his liquer; and I told him it wasn't on the ground yet. We marveled for a while at his archery skills (he was hitting the dummy while facing at a right angle to it). Then he vomited it up and passed out.
My synopsis isn't as good as being there, but hopefully it amused you.
Amaxe Apr 10th 2011 7:28PM
As a former GM, I do remember the disadvantages and the rule lawyers trying to get the max amount of points with the least possible disadvantage.
Eldoron Apr 10th 2011 8:45PM
Yeah, that's the disadvantage of these systems.. for example in Vampire: The Masquerade. People choose meaningless disadvantages that they never roleplay, and then advantages that make them overpowered.
MusedMoose Apr 10th 2011 9:48PM
@ Eldoron: the thing is, though, it's partly the fault of the GM if the players choose a disadvantage that they then ignore and the GM doesn't call them on it. If, for example, a character has a "Weak Legs" disadvantage and then tries to run after someone, the GM should remember the disadvantage and apply it appropriately.
Granted, trying to beat the system is a time-honored gaming tradition. ^_^ But these things work both ways, and the GM needs to catch things that the players forget or try to ignore.
Martinel Apr 10th 2011 7:48PM
/e picks his nose, examines the uncovered treasure for a moment, and wipes it on the back of his mount
Could someone summarize, please? I was too busy looking over my new feats.