Definitely should use role playing and situations to explain removing a Drawback. Based on the cost of the Drawback, it might be something that takes place over the course of adventures, and may even be the focus of one or more adventures, before resolving a situation or condition. However, if you want to expedite things and your GM doesn’t want to deal with your Drawbacks as part of the storyline (for SHAME!!!), you might consider an optional rule of paying double the CDP cost to eliminate a Drawback. For instance, if you took Banished and picked NY, but through no fault of your own, your GM switched your campaign setting from the NorthEast to the area around Divinus, that Drawback wouldn’t really be much of a Drawback any more - and it would be hard to roleplay or integrate into the campaign. In this case, you could optionally pay double the cost to represent the time that has passed or whatever that you would normally have been able to roleplay (and pay normal CDP cost), but now can’t. This is just an off-the-cuff example, so don’t start crying about this or that, I’m just presenting options…there is no such ruling in the book - this is something I’m personally presenting as a fellow GM as a viable option to make buying off a Drawback more of an issue for a character in an effort to reduce a character from taking a bunch of cheap Drawbacks in the hopes/plans of buying them off faster with CDP without having to do any role playing or other challenges to the character. These are Drawbacks, not minor inconveniences - like having an Addiction (a Drawback!), kicking it takes a LOT of personal effort, support groups, sometimes medical assistance, etc. and not just the passage of time or spending CDP can represent. It should be a meaningful journey to overcome. But that’s me, I’m a big proponent of the role-playing aspect and conflict resolution…