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Post by roxolid on Oct 29, 2011 0:34:03 GMT -5
I don't worry about playing the right or wrong, just see this suggestion as moving away from gaming and more into 'interactive fiction'. Without stones or mechanics, it's still a role playing game, just not the marvel one. Each to their own - if there are players wanting to give it a shot, leave 'em to it *shrug*
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Post by Hypester on Nov 9, 2011 15:42:51 GMT -5
I think that too many people on this site worry about mechanics instead of playing the game like its a comic. For example, who cares how (blank cool comic weapon) would work? Come up with a general number and play off of the fact that's it;s fairly well known in comics. I mean, I wouldn't ask a player playing as Spider-Man to tell me that Spider-Man had webshooters and they work like blank with blank stones in range and black stones in blank. I would just figure out a general way for it to work. When I write an established character, I don't stone him, I write the character as the character would be in my opinion. When I (probably) write an updated Taskmaster profile, I'm noot worried about saying Ok Intelligence is blank stones in cost, I'm trying to make the character accurate. It's not about the numbers, it's about the adventure. Well, what happens when your interpretation of a character differs from my opinion, and that difference determines who lives and who dies? My friends and I, before we discovered MURPG, used to play like that. Totally free form. No dice, no stones. It worked because we were all close and there were a lot of unwritten rules. We had all seen the same movies, cartoons and etc, and had a common understanding of the same characters. If something big happened in comics with a character, it was explained in thrilling detail and then informally ruled on as "cool" and to be included in the future or "wack" and to be ignored. There were arguments, usually having to do with whether a character could push through pain and still perform at their best, but because we were friends, it was part of the fun... usually. We did run into problems with power levels. If one person wants to play Hulk, and one person wants to be Jubilee, then whatever you throw at the team is either going to be too easy for Hulk or too hard for Jubilee. In a comic book, the writer finds little side stuff for sidekicks to do, but in an RPG, no one wants to get sidelined, or sit around waiting for a weak character to finish smashing mooks by themselves. And most GMs can't always be creative enough to give a challenge custom made for a given player. It's hard enough putting together a plot for the most powerful players in the campaign. So, in order for the game to be fun for all, you have to at least have an informal 'level' that all the players are at, even if you don't say 'x amount of stones' you have to say "well, about Taskmaster level" so that I don't pick Superman while you're taskmaster and make you pretty irrelevant. So I say all that to say, there have to be rules, however informal, in order for any game to be fun. From there, you find that the simpler your rules, the less versatile they are. What do Spider-Man's web shooters do in general when fired at Afro Samurai or Optimus Prime? Would other players consider it fair for those two to get webbed up? That doesn't mean that you have to have a bunch of rules, but just keep in mind you are working from some unwritten rules, and that they possibly may not be enough to be fair in every circumstance.
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