Merits and Flaws

We all have something that we are good at or positive traits that distinguish us from others. These virtues or merits are useful, positive and provide an advantage in our lives.

A paperclip can be a wondrous thing. More times than I can remember, one of these has gotten me out of a tight spot.
- Angus MacGyver, MacGyver

We also all have things that are “imperfections” in ourselves and provide a disadvantage. These quirks or flaws also make you who you are and are the negative traits or things that work against us.

Snakes. Why’d it have to be snakes?
- Indiana Jones, Raiders of the Lost Ark

Just as in everyday life, you see this in movies, books and in games. Characteristics that provide interest, depth and humanity to what could be a flat character into ones we identify with, or ones we love to hate. These also can and do influence motives and goals as well creating well-defined heroes, anti-heroes and villains.

This can also be applied to your characters, to help give them a spark of “life” and memorable.

Do I really need them at all?
In larps and pen and paper games, there are game mechanics that give bonuses and penalties for picking them as well as role-playing traits for those that RP.

White Wolf’s World of Darkness Line, Hero Games’ Hero System and Dungeons & Dragons are some game examples. They use merits and flaws in their game systems to help create depth in their player’s characters and game mechanics.

In most MMORPG’s however, these are more role-playing decisions for acting IC (In Character) and do not effect game mechanics. Picking and playing out merits and flaws add more definition and fun RP-wise. The mechanics it can influence is the social mechanics - interaction with other role-players.

It’s really up to you and what you want to do and add to your character’s persona. Chances are you will be (or currently are) playing them subconsciously anyway during character creation and role-playing. If you’ve haven’t put some thought into it, it may help to do so.

What kinds are out there?
Life imitates Art, and vice versa. Character merits and flaws come in many sizes and extremes. It could be a simple as a habit to something major like having amnesia.

Minor traits have little impact and sometimes can be overlooked or controlled. Major ones can be very obvious and useful/hindering towards your character and more important to your character.

What about tragic flaws?
Tragic flaws sometimes will wade in and out - then hit you like a freight train, with dire consequences. Trains hurt, especially for fatal flaws in villains.

The most famous is never get involved in a land war in Asia, but only slightly less well-known is this: never go in against a Sicilian when death is on the line!
Ha ha ha ha ha ha ha! Ha ha ha ha ha ha ha! Ha ha ha…
[stops suddenly, and falls dead to the right]
- Vizzini, The Princess Bride

Tragic Flaws are also used for heroes as well, as obstacles to be dealt with and/or sometimes overcome - but usually at some price dear to the character. Hence, you know, the tragic part. *grin*

How do you pick which ones to use?
Use your backstory as a guide. Take a look at your backstory and look at your likes, dislikes - or if you don’t have those, think about what your character may or may not like. Most develop from events and experiences that people go through from birth onward.

Don’t have a backstory? You can research a while on the game and genre and either use a freeform approach, leaving it loose or work out a detailed history. The choice is up to you and your style of role-playing.

Borrow from books, movies and everyday life to see these at work. Then see if your backstory has room for adding anything and work or “click” with your character. Get into your character’s “head” and see what works well, makes sense, is playable and most of all - fun. Just don’t overdo it.

How much is too much?
Pick only what you can handle and what do overdue it. This goes for both good and bad points - keep the list small and manageable if you include any at all. Above all, make it fun, enjoyable and playable. Too many can lead to player burnout. Don’t bite off more than you can ICly “chew”.

What about extreme flaws or merits?
Think about what and why you chose a merit or flaw. Try to think ahead in how this will be role-played once you are in character. For merits, role-play ones that do not “god-mode”, grief or force RP onto folks. Use merits and flaws that fit your character and really do not paint you into a corner for role-playing.

“I ain’t gittin’ on no plane!”
- B. A. Baracus, The A-Team

For example, a fear of “people” will pretty much limit your interactions with other RPers. Playing an extreme pacifist may sound like a good idea, but game-wise it can be a hindrance if you plan on leveling or adventuring. Sometimes keeping it simple is better all around.

Anything leaning towards a Mary Sue may need further refining and rethinking, depending on the genre/game.

The “Mary Sue” is a derogatory term used for the over-the-top character which is virtually flawless, beautiful, stereotyped to an nth degree and can do anything.

Can my choices be changed, added or “lost”?
Yes! Some are not readily apparent and take time to appear. Keep your actions consistent and IC, but allow character growth as you role-play. In game events and role-playing also influence what traits may be changed or added.

Just as in everyday life and fiction, some flaws can be overcome and merits lost or changed over the course of time and events. People learn and unlearn things as well, so there is some wiggle room on it

Can you actually use them ICly?
Some are harder to pull off than others. In MMORPGs, they done via using game mechanics and text. Emotes, descriptions and what you say/do flesh out and relay these characteristics to others. As always, don’t bombard others with overkill.

You may have to think about how you are going to role-play certain choices. Characters with the “gift of gab” should be able to pull this off ICly or fake it well enough. A speech impediment could be conveyed through “talking” accordingly.

Character blindness can be portrayed by acting IC as someone not being able to see (a seeing-eye pet?). Greed or overconfidence can unfold in your personality and actions as you interact with other role-players.

Emotes and character descriptions can be used to enforce some physical traits and social ones. Using them with care can provide the extra ingredient in role-playing these types of traits. Brainstorm ways to role-play your choices and see what works for you.

Once you define the traits, the means to enact and react sometimes fall in place. This makes interacting smoother later on as you get used to it. As always, just do your best and have fun.

Like I told my last wife, I says, “Honey, I never drive faster than I can see. Besides that, it’s all in the reflexes.”
- Jack Burton, Big Trouble in Little China

Some additional sources for inspiration:
Building A Backstory
The Free-Form backstory
Lore And Your Role In It
Character Flaw, Wikipedia
You and Your Characters, by James Kelley, SFWA)
Character traits and how they can help enrich your writing, by Christine Prebler
Death Quaker’s Big List of Merits and Flaws
(For use with White Wolf’s World of Darkness games, but can be used as inspiration)

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1 comment

1 Stardancer { 08.03.08 at 2:54 pm }

I really enjoy these articles, Sullivan. They are a great source and support for Role-Players!

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