[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [BNW] Improving Powers
In a message dated 8/11/2000 10:27:44 AM Eastern Daylight Time,
whytcrow@io.com writes:
<< However, I feel that while simulating comic books is a
good thing, one must always remember that comic books are written
without consistent rules, by many different authors over time, and
thus applying logic is like trying to logicize Star Trek. (Assume
logicize is a word).
Now, once again, if someone feels they want to more simulate comic
books more closely, they should feel free to do so in whatever manner
they see fit. (Standard disclaimer so people don't feel I'm
attacking them).
I personally don't think that much of the improvements chars make to
their powers within comic books are really b/c they improved--I think
it is more the writers fitting reader demand, variations in how
things are presented, or tricks (extra damage, extra range, etc).
But that's my opinion. >>
No, I would agree with you. Comic books are comic books and RPGs are RPGs.
The writers of any fiction are not thinking at all of RPGs or any underlying
"rule structure" when they write their stories ... as well they shouldn't.
My point was more along the lines of trying to identify the "reasons" why so
many people want to have a mechanism in the BNW game to increase power
intensities. I think one of the reasons is because we have seen these types
of increases in comics for a long time, whether this is right or wrong,
accurate or inaccurate.
I agree that many increases in comics are of the trick/skill/stunt variety,
but many are also blatant power intensity increases. I was reading "The
Essential Uncanny X-Men" the other day (basically issues #1-#24) and Marvel
Girl was having trouble using her TK to hold a stunned Angel in the air to
keep him from falling and hurting himself. Even before the Pheonix fiasco
(ugh!), Marvel Girl could lift far more weight than that with her TK. Was
her inability to lift the Angel for a long time important to the plot? Yup.
Was it probably a "writer's license plot device" move? Yup. However, this
"lack of strength" happens many times in the first 10 or so issues of the
X-Men (and always at the worst possible time, darn it!) and I think it still
contributes to our belief that power intensities increase, whether they do or
they don't, because it obviously "looks like it" sometimes in the literature.
I know in the Marvel game
>the optic blast started out as Remarkable (by started out I mean that this
>was it's level in X-Men #1 when he began as a teenaged hero) and, last I
>checked, is currently Amazing (that's two big power level jumps for those of
>you who are not familiar with the game ... it almost doubled in intensity at
>least as far as points of damage goes).
I'm always dubious about literary chars written up in game
supplements, again b/c it is hard to take something someone
wrote--where any powers are literary devices--and set consistent
rules to it. As someone who has run a rpg based on a book series for
2 1/2 years (in which only one new book has come out), trust me.
Authors don't think about rpg design when they write, even if they
are gamers.
That having been said, if you want to model something, you need to
take into account even the stuff that's obviously an author screwup.
That means if Cyclops does something *truly* powerful in one issue,
you can't just wave your hand at it when you are tryign to model him
as an rpg char. It is maddening, I tell you.
True, but I am selecting Marvel on purpose because the purpose of the game is
to play in the Marvel Universe, so their efforts in game design were to
capture, as accurately as possible, the Marvel characters as they are in the
comics. 100% accurate? No way! Nonetheless, it is interesting that they
make these sorts of power intensity differences, e.g. "Remarkable" when he
started out as an adolescent X-Man and "Amazing" now as an adult. These are
the "general" power levels, not from any one instance. For example, there is
a somewhat older issue (I guess in the lat 80's) where Cyclops shoots his eye
beam through the Blob's body. In the game, the Blob has Monstrous resistance
to energy attacks. Would I want to increase Cyclop's energy blast to
Monstrous or higher? Nope, because that was just one instance, as you point
out. That would be a mistake and it is impossible to totally model character
abilities in a RPG from their performances in literature.
Again, I wasn't saying necessarily that BNW should be handled this way, in
fact as I indicate later I don't think it should. I was just trying to
indicate a reason why many gamers believe that power intensities should be
able to be improved.
You didn't like the Wildcards books? Oh, you only read the first one. I
highly recommend books 2 and 3. They are quite good! I wasn't a huge fan of
the first one either, and after book 6 I think the series goes way down hill,
but the first 6 are quite good, I think anyway. They are great sources for
ideas for BNW adventures and NPCs.
This is a strawman, IMO. The only way a package "gets screwed" is if
we are trying to compare game balance, which again IMO is a holy
grail that we should stop galloping after blindly. Game balance is a
myth--we can try very hard to set things up to be balanced, but you
never know what skills, powers, traits, etc are going to be
important.
Well, that depends on what you mean by game balance. Game balance in the
sense of all things in the rules being equal for all situations is impossible
as you indicate. I am speaking more from a theoretical point of view rather
than a practical one. Practically, game balance is a holy grail. I used to
like to play thieves way, way, way back when I was a kid playing AD&D. The
trouble was, I played them in a group that was "fighter dominant." It was no
fun, and I was completely useless. There was no "balance" between what I
could contribute to the game and what the fighter characters could. You are
correct, that that type of game balance is an impossibility if you are trying
to use "cold rules" to accomplish it. RPG rules have to be flexible enough
to allow for many different situations to be represented in the game, so that
sort of balance cannot be attained.
But, I do think that some types of balance can be obtained are are not "holy
grails." "Cold mechanics" is a place where we can strive for game balance.
Like, you wouldn't have the rule that everyone but the person who plays the
shoe in Monopoly gets $200 for passing Go. That is an imbalance (obviously!)
at a rules level. Using a RPG examle, Champions (although I don't like the
game) is a good example of a game that tries to be fairly balanced from a
mechanics point of view. Different attributres cost different points because
they, in general, have different game effects, some of which are more
influential on average than others. If they made all the attributes cost the
same number of points, then this would create a situation where there is a
lack of game balance at a rules level. This has nothing to do with what sort
of campaign is run, or what sort of power level, or what sort of characters,
or even what sort of attributes or skills or powers will be most beneficial
for the types of adventures the characters find themselves in. It is game
balance in the sense of a "cold mechanic" of the system. When I pointed out
the "Goliath/Blaster" mismatch earlier, it is this sort of game balance I was
talking about. I'm not talking about whether they are functionally the same
in all types of games, or whether certain campaigns will favor certain types
of characters, etc. I'm talking pure "cold mechanics" here ... and they
aren't equal. However, as I've said in many other posts, this doesn't seem
to cause a "practical" problem, so I'm really not going to worry about it for
my game.
I also think we do accomplish game balance in our own games at a more
practical level, and we don't do this by using the rules. In fact, if you
have been running the same game for 2.5 years, you have to have accomplished
that or your players wouldn't keep coming back. This kind of game balance
has to do with the fun of the game, not the "cold rules," and has to do with
a "balance" of a player feeling like their character matters and is enjoyable
to play. As you suggest, that can't come from the rules, it has to come from
the playing group. We have all had the experience of having good groups with
bad rules, and bad groups with good rules. I honestly think the rules aren't
that important.
I was just pointing out an interesting game mechanic difference in the rules
that had to do with increasing power intensities that didn't appear
"balanced" to me. But, in the whole scheme of things of making a good game,
it really doesn't matter much.
Whew, are my fingers tired! I guess being mainly a Guide I am overly
sensitive to these sorts of rules dynamics. All in all, when the dice start
"flying" and a game moves along nicely from week to week, all these little
rules issues don't mean squat. Also, you are totally correct ... BNW (and
all superhero games for that matter I think) should be about the people with
the powers, not the powers themselves.
Thanks for the discussion! Always fun!
Guide Matt