If at all?
I like my players to roleplay, and I've been trying to get them to do it more for a while now with little to no effect. Originally we were playing 1st Ed and ran through Damned Cities. It was...well not that good to say the least, your run of the mill rag tag band of crazies acting like what inquisitorial acolytes from the holovids act.
Afterwards we rebuilt the characters in 2nd edition with all the extra trappings of the character creation supplement. Including the Superstitions.
And the oddest thing happened when we picked up House of Dust and Ash and had a quick rehash of what happened and what everyone's characters were. I asked in passing what their superstitions were because I was just curious.
Later all throughout the game the players, whenever it was appropriate, always made it a point to have their characters act to their superstitions.
The Hiver subconciously was always making pyramids with stone or ash with his boots, the Noble who got palsy was smoking so it'd clam his shaking hiding his strength, the feral worlder hunted vermin running around in the house for food because he wasn't eating otherwise, and the forge worlder refused nearly to the point of death to use his flamer in the library because he did not feel as if he could destroy knowledge.
And I was so pleased with them because it was the most roleplaying from them as a group I've seen in a while, and I just really feel that the superstitions really kept the players in character more so than anything else I've ever run for them from 1st ed.
Anyone else have any fun stories or praise/criticism involving Superstitions?