20 hours ago, AK_Aramis said:One can represent behavioral quirks like bloodlust and addictions as Ninjō - either one quickly comes to counter the Giri.
Ninjō as addiction:
- Get High
- avoid sobriety
- forget the world
Ninjō as bloodlust:
- have no one alive who is willing to be my enemy
- Kill all (insert some category of opponent)
- prevent my enemies from breeding (doesn't always lead to death, but does so often, sometimes mutilation works.
- Never have to draw my sword again because all think I'm too deadly to challenge. (the last half is the fun part - "I want to become a pacifist, so I'll scare the * out of everyone by being twitchier than a tree branch in an earthquake.")
My players have taken: "wants to duel one renowned person from every clan, to gain a reputation no one wants to mess with", and "wants to fight and destroy the absolutely most powerful Shadowlands beings possible". After the Topaz championship, the first is evolving into something like "needs to duel someone renowned from every clan to be able to live up to their gained reputation as Topaz Champion", because they got to be champion by accumulating points, and helping deal with 'issues' that occur during the story, but were almost knocked unconscious doing so, and so the player decided their character feels their position as champion is unearned, and they need to live up to it/earn it for real. I'm pretty happy with how that turned out actually.
Both of these ninjo are definitely powerful motivators that could have serious detrimental effects, as expected. So do your examples (especially the 'have no one alive who is willing to be my enemy' one, that'll lead to vast paranoia). They're not quite as mechanically influential as the adversities, but I like using lore, in-character actions/choices, and the like, more than straight up 'reroll some good dice'.