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<blockquote data-quote="Victor_Von" data-source="post: 3818566" data-attributes="member: 49005"><p>You wrote a very long, detailed response. However, I don't feel like it addressed my points, so let me restate and respond.</p><p></p><p>First, the problem of trust. I think you're creating a false choice-- either Complete Trust or Totalitarianism. I think that players have to trust the GMs they play with to a certain degree as well-- trust them not to deny a player's wishes without good reason.</p><p></p><p>Your examples of abusive characters are similarly unrealistic, and easily rejected for campaign reasons. The examples you cite are similarly loaded-- who wouldn't allow a Sonic Boom stunted off Super Speed? Only a overcontrolling dictator who is disrupting his own game. That wouldn't be any fun for anyone, the GM included. Maybe you've had some bad experiences, but I don't think that's a danger here.</p><p></p><p>Your example of Bad GMing does sort of reinforce part of my subtext: that character problems need to be resolved in the creation stage, not repeatedly brought up in game. If a GM foresees problems, then he probably shouldn't approve a concept. It just leads to frustration on everyone's part as those problems play out, forcing the game to stall and frequently fall apart. Since the GM has more invested in a game he's written, he tends to try to work with players, even if maybe he -- if a bad concept is permitted, a manipulative player clearly has an advantage both over the GM and his fellows.</p><p></p><p>Finally, I think M&M's magic system has a lot less in common with D&D than it does with something like Feng Shui, where Sorcery has very broad effects but there are still controls on those effects. The controls built into D&D would not be in effect in the character you're describing-- the diminishing nature of magic in D&D, and the limited number of spells of a given level, the time it takes to cast spells, the vulnerability of spell-casters-- and things like Duration and Area of Effect sync up poorly. I'd have to presume you'd go with M&M's definitions of things like that where they conflict.</p><p></p><p>And I still feel like you're asking a lot of a GM. Part of a GM's job is strategic mistrust, figuring out what to ask questions about and what to leave alone. A GM without extensive experience in AD&D v. 3.5 is at a significant disadvantage, the other players might feel like they have to overstep their roles and help police the game, and that way lies madness.</p></blockquote><p></p>
[QUOTE="Victor_Von, post: 3818566, member: 49005"] You wrote a very long, detailed response. However, I don't feel like it addressed my points, so let me restate and respond. First, the problem of trust. I think you're creating a false choice-- either Complete Trust or Totalitarianism. I think that players have to trust the GMs they play with to a certain degree as well-- trust them not to deny a player's wishes without good reason. Your examples of abusive characters are similarly unrealistic, and easily rejected for campaign reasons. The examples you cite are similarly loaded-- who wouldn't allow a Sonic Boom stunted off Super Speed? Only a overcontrolling dictator who is disrupting his own game. That wouldn't be any fun for anyone, the GM included. Maybe you've had some bad experiences, but I don't think that's a danger here. Your example of Bad GMing does sort of reinforce part of my subtext: that character problems need to be resolved in the creation stage, not repeatedly brought up in game. If a GM foresees problems, then he probably shouldn't approve a concept. It just leads to frustration on everyone's part as those problems play out, forcing the game to stall and frequently fall apart. Since the GM has more invested in a game he's written, he tends to try to work with players, even if maybe he -- if a bad concept is permitted, a manipulative player clearly has an advantage both over the GM and his fellows. Finally, I think M&M's magic system has a lot less in common with D&D than it does with something like Feng Shui, where Sorcery has very broad effects but there are still controls on those effects. The controls built into D&D would not be in effect in the character you're describing-- the diminishing nature of magic in D&D, and the limited number of spells of a given level, the time it takes to cast spells, the vulnerability of spell-casters-- and things like Duration and Area of Effect sync up poorly. I'd have to presume you'd go with M&M's definitions of things like that where they conflict. And I still feel like you're asking a lot of a GM. Part of a GM's job is strategic mistrust, figuring out what to ask questions about and what to leave alone. A GM without extensive experience in AD&D v. 3.5 is at a significant disadvantage, the other players might feel like they have to overstep their roles and help police the game, and that way lies madness. [/QUOTE]
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