A dependent hindrance character with the dependent hindrance... dependent hindranception! In all seriousness that is kind of the point of this video. The dependent hindrance can be very annoying/awkward for the flow of the game, but in the right circumstances with the right story it can be awesome. It is a good hindrance to know about so that it can be deployed in the right game, but it should often times be avoided.
I can see how this could happen with the rules as vague as they are.. There's allies in the game, and they can be assigned stats, hinderances, edges, level ups, etc. as normal (it seems like they are not wild cards, but it's not confirmed.) the players control them, though. They could be basic grunts, but the rules are vague enough they are potentially as game breaking if given the chance. The key difference is that they are for all the players, not one. All this is a long winded way of saying I agree with the basic premise that adding complexity to a character or campaign should be compared against a player (or groups) experience.
I imagine a hinderance character being a nuance. A hindrance character of a hinderance character would be pure anarchy.
A dependent hindrance character with the dependent hindrance... dependent hindranception!
In all seriousness that is kind of the point of this video. The dependent hindrance can be very annoying/awkward for the flow of the game, but in the right circumstances with the right story it can be awesome. It is a good hindrance to know about so that it can be deployed in the right game, but it should often times be avoided.
I can see how this could happen with the rules as vague as they are..
There's allies in the game, and they can be assigned stats, hinderances, edges, level ups, etc. as normal (it seems like they are not wild cards, but it's not confirmed.) the players control them, though. They could be basic grunts, but the rules are vague enough they are potentially as game breaking if given the chance. The key difference is that they are for all the players, not one.
All this is a long winded way of saying I agree with the basic premise that adding complexity to a character or campaign should be compared against a player (or groups) experience.
Out of curiosity, where can you find this hinderance?
I believe it is in the Pirates of the Spanish Main source book.
I believe the latest Super Powers Companion has it too.
You guys are just saying all this because you don't want some grand guignol horde of John Wick impersonators invading the Savage Worlds ... 🤣
I think you just wrote yourself a campaign concept, right there.