Dance_Explosion wrote:the type of player that plays a super murder all the faces get all the powers, character would just be playing the "saint" to get all the powers. the important thing to remember is that all systems, mechanics, and rules are there to be exploited by any player who is clever enough to figure it out and get that shit past their DM.
Good. Job done. Now players who play that sort of character will have to willingly open themselves up to non-pragmatic options because they're forced to choose between 'virtue' and 'survival'. That's the point.
now on a more practical side:
Integrity: problem 1: your virtue, and player interpretation: my mane character is a Ghoul [now ghost] Zebra spy from the war. Her virtue was Duty, her duty during the war was to follow her orders and defend the zebra nation, that included seeing to planting a mega spell that would level a city. now i would lose karma for mass murder in nuking a populated city, but gain integrity at the same time. following your virtue is VERY open to interpretation, and more then that, debate between the DM and the player on what that should mean to the character in the worst way. There is nothing worse then having some one else tell you that you are playing your own character wrong for the campaign, this is just fights waiting to happen.
This is something you should talk with the GM about before the game begins. A good selection of basic Virtues is important to lay the groundwork for how others might work. And yes, sometimes following your Virtue can lead to you doing rather negative things. Usually not, though.
problem 2: No bad choices: so as long as the choice is between two things the character would not want to do choices i have nothing to worry about in losing integrity,
That's not what it says. What it says is "If you're forced to choose between two options, both of which compromise your integrity, with no alternative options to avoid that situation, then you don't lose it". Basically, the GM cannot put you in a no-win situation and then say "Haha! Now you lose Integrity!" as a cheap means to diminish characters and 'force' them to become corrupted.
problem 3: Not allowed to play a bad pony: how about no.... in Dark herasy and rouge trader, both have this same system of being "to evil to play" has much much much more wiggle room, complexity, and frankly depth, to make them not horrible systems. But telling players they can not play characters that are evil, or even morel grey ponies takes the all the fun out of playing anything other then literal living saints of characters.
I've read the Dark Heresy and Rogue Trader rules. They're also intended for a bit of a different purpose than the FoE rules are. Though this does not prevent you from playing a negative-Karma character or jerk or the like. It enforces the idea that heroes, by nature, must have a virtue to which they cling against the horrors of the wasteland.
problem 4: be good and gain super powers: Ya, if you want to encourage your players to play good ponies, then do roleplay for it, having NPC's acting friendly and helpful, being nice, polite, and making the player WANT to protect them is the good way to do this, "hey you don't want to loose your bonus!" seems like a really shitty way to play a good pony character.
Giving bonuses gives a player a reason to WANT to maintain their Virtue. Something which is SUPPOSED to be quite hard. Karma is what determines how other people regard you and feel about you. Integrity is about how good you are at upholding your Virtue. Sometimes these align with one another, sometimes they don't. That's fine, and deliberate. A negative Karma character who's still high Integrity is not unreasonable to play. Steel Hooves is probably a decent example of that in FoE itself.
problem 5: Being good offers crappy rewards: other then the regeneration of a huge ass pile of hit points for free, these are pretty crappy bonus's to get, skill bonus's that don't break the cap are less then useful at high levels, the amount of strain regeneration is embarrassing, what the hell are focus points?, and if that up to +5 to a SPECIAL breaks the 10 cap, assassins with high integrity, sneaking up and pile driving peoples heads in for the highest bidder, great thing a virtue of "profit" can be.
Numbers for the rewards probably need some help. The reason why rewards are a bit less impressive at higher levels is because it gives higher-powered characters less reason to care about maintaining their Virtues. As you become more independently powerful you tend to believe you need friends and companions and ideals less.
As far as Profit being a virtue, it probably isn't. Virtues are the way you interact with others and the things you bring with you to your relationships. Laughter, Loyalty, Duty, Hope. They're about the way you view the world and what you offer others when you're close to them.
problem 6: Major and minor: this should not even be a thing, first off how about you don't tell me my virtue is not as important since the mane six didn't have it, their virtues didn't seem to do a whole damn lot to stop the world from ending last time anyway. And how about not having the 11 aligments to kill the creativity of the players.
There'll be more than that. Just eleven as starting reference points. The idea is that the 'major' virtues are ones which apply to may situations, but tend to be the hardest to hang onto. They're the easiest to use, but also the easiest to lose. That, in my mind, is -why- they're the most central virtues to pony-kind. They represent something more fundamental than most other Virtues. Like primary colors compared to secondary colors.
Problem 7: stupid good for fun and profit: I hate X so ill kill all the X. awesome my virtue can be genocide!
Connections and Virtues are different. The connections rules even specifically spell out that they don't apply to Integrity changes the same way.
Honestly the best way for me to say this is, take a look at how the Dark Heresy system dose its system for this, hell it has a system of corruption along with evilness that can render your PC unplayable due to excess mutations even! i bring that system up a lot, i know, but it is a 1d100 based system, with guns, in a dark/grimdark setting so it makes for very good comparisons to FOE.
I'm familiar with them and I've seen the rules for madness and corruption in Dark Heresy. But mostly Corruption in Dark Heresy is of the 'The gods from beyond have reached out and twisted you to their whim!' variety. Which doesn't fit FoE very well. Likewise, Dark Heresy has some very different groundwork points for its setting. FoE is fundamentally of the ideal that everyone is at their core good and that becoming evil means losing that part of yourself, but that no one is truly beyond any hope of saving. Dark Heresy, and the 40K setting, is distinctly of the opinion that humans are bastardly bastards who backstab, destroy and murder one another for shits and giggles and that much of the problems of the setting are endemic of humanity's inability to work together beyond the short term.
The two are similar in fundamental mechanics, but differ greatly in message and purpose. As such, they differ in detailed mechanics as the type of world they're attempting to portray is different.