What does it take to remove a Vow?
Generally in my DF Felltower campaign, I allow people to change their quirks and disadvantages around to suit how the character actually plays at the table.
I make a few exceptions. You can't just willy-nilly remove or swap out a Sense of Duty, any kind of externally-imposed or template-imposed disadvantage, or a physical disadvantage.
I prefer people make the change smooth - better your temper improve and then go away, or your greed get more controlled and eventually become a quirk. Or expand out - your tight-fisted nature may eventually become Miserliness.
Vows fit into a different category than the behavioral traits. You've sworn an oath. In Felltower, this is presumably before the Good God.* If not the Good God, before some other earthly or heavenly or diabolic entity. If it's another earthly entity for a non-evil person, it's likely that the Good God was involved or some other similar power (Nature, say.)
If you swear an oath to never used edged weapons, or never refuse a challenge to combat, or to own no more than can be carried . . . and then you decide, geez, I'm not really feeling it anymore, then what?
You can't really just say your paper man grew out of that. It's a proper oath - a contract between you and (in all likelihood) your god. Even if you don't like it, it's a contract that you must hold up.**
The question I'm stuck on is, how would you end a Vow?
What if you, the player, or the paper man itself, has some reason to think that Vow isn't a good representation of the character/a good oath to keep? What is the in-game method that makes sense without become an oathbreaker? And how is such a path meaningful in a megadungeon/delves-only adventuring approach?
I'm thinking about that. I haven't - yet - hit on something I find satisfactory. So I decided I'd put it up here and see what suggestions I get. I don't know if I'll read one that I like, but it's worth asking as the commenters here often have a very different angle on gaming than I do.
* Who, keep in mind, isn't an abstract concept you believe in, but a real being capable of granting miraculous abilities and smiting foes, albeit largely through other angencies.
** I've had it argued that Sense of Duty, Vow, etc. aren't suicide pacts, but in some cases they might amount to one. If you've sworn an oath not to use weapons and die in combat when a weapon could have saved you . . . or accept a challenge to fight against a foe you can't beat (knowingly or unknowingly) . . . or swear an oath to silence and must either call for help or fight alone . . . you can get killed. Your Vow in no way comes with an "unless I'd die" escape clause. It's what makes it a real disadvantage and not a Quirk. "Use no edged weapons unless I have to" or "Silence except if I really need to say something" or "Never refuse a challenge to combat that I think I can win" are probably Quirks at best. The first two might be - the third is just about every delver, ever, and restricts no one from anything. It's not even usual enough to be remarkable.