GMS - How do you handle Knockback?

ValhallaGH

Explorer
Look, if they say so nicely, I have no problem if someone doesn't wants to play in my game. I mean, my style of game isn't for everyone.

Admittedly, though, I think even the best, most self-secure GM would feel a little hurt at the rejection, but you have to remind yourself that a lot of people have played your game and enjoyed it.

My suggestion is that you get right back on the GMing horse and find another potential player. And think of what the first player is missing out on.
Looks like you put this in the wrong thread.
 

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ValhallaGH

Explorer
That should not be worth a HP. HPs are a mechanical benefit and the character had no mechanical disadvantage.

Just my 2 cents.
I run my games in the tone and style that I enjoy, including when and how frequently I award hero points. While I often mistakenly under-award, not once have my players accused me of over-awarding; when I give them hero points without events demanding their immediate expenditure, all of my players get very, very nervous.

Please don't dis my enjoyment. 'Tis rude.

Finally, the villain does not "push the button" while a hero is adjacent for reasons of genre conventions and suspension of disbelief (if a hero is right there then he should be able to stop the villain). When the hero goes flying across the room, leaving no other adjacent to the button, the villain can press it, cackle madly, and watch the fireworks begin.

There is always a mechancial disadvantage when a hero point is awarded. The drawback may not be obvious (yet), but it does exist.


Now, go have fun.
 

Piratecat

Sesquipedalian
Please don't dis my enjoyment. 'Tis rude.
I don't think he meant to criticize your play style; sounds to me more like Walking Dad just plays a more tactical and less cinematic game.

I definitely tend towards the "what is coolest?" style. That means that villains often do suboptimal attacks or plans because it's freakin' awesome or because it adheres to superhero/comic book tradition. If you can't dangle a captured superhero upside down over a pit of acidic eels and then leave the room to carry out your nefarious plan, knowing that your inescapable death trap is so effective that you don't even need to watch the demise of your arch-enemy, you have no business being a super-villain!
 


Walking Dad

First Post
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Please don't dis my enjoyment. 'Tis rude.

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I don't think he meant to criticize your play style; sounds to me more like Walking Dad just plays a more tactical and less cinematic game.

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I didn't want to criticize your play style. I awarded players for just stepping through a portal, because the guy on the over side had a much higher PL than them.

And I like my games cinematic and i don't use a tactical grid or anything for M&M.

... Finally, the villain does not "push the button" while a hero is adjacent for reasons of genre conventions and suspension of disbelief (if a hero is right there then he should be able to stop the villain). When the hero goes flying across the room, leaving no other adjacent to the button, the villain can press it, cackle madly, and watch the fireworks begin.

There is always a mechancial disadvantage when a hero point is awarded. The drawback may not be obvious (yet), but it does exist.

...

In your described case, I would have done the same, but not given the HP for the knockback, but for the added complication that the villain was able to activate his device. Same effect, different reasoning, fun for your and for mine group.
The mechanical disadvantage in my case was, that I didn't gave him the chance to stop the villain from hitting the button, not the knockback of the hero. So I stay with my answer to Jeff Wilder that knockback itself is not worth a HP, but it's consequences can be.
The knockback in your case was the in-game justification for the hero not being able to stop the villain from activating a device. And I agree that this is worth a HP.

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Now, go have fun.

I will. I hope you understand my statements and that no harm was intended.
 

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