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Best (but simple) Superhero Game out?
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<blockquote data-quote="Umbran" data-source="post: 6216954" data-attributes="member: 177"><p>Well "true" and "has an impact on events/results" are not equivalent. It is true that the warehouse has "teetering stacks of crates". Until someone invokes the aspect, it doesn't change what you can and cannot do.</p><p></p><p>Yes, this position does make certain things a little difficult to work - it means a GM can't really say an area has an aspect of "Pitch black", and have it constantly give everyone a -6 on sight-based checks. I'd say that is outside the realm of Apsects. Aspects are elements both the GM and players may manipulate, things that may or may not be an issue, not things that are *constantly* an issue.</p><p></p><p></p><p></p><p></p><p>Well, yes, but with proper GM and player understanding and agreement, you don't even need rules to begin with. We have rules to give us common ground, and make that agreement easier to reach. Thus my comment of building a framework for construction of such things.</p><p></p><p>Short of that, I'm looking back at the rules, and I'm pretty sure a single aspect isn't supposed to flat grant effective auto-successes, and/or the effect of many ranks of skills or stunts.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6216954, member: 177"] Well "true" and "has an impact on events/results" are not equivalent. It is true that the warehouse has "teetering stacks of crates". Until someone invokes the aspect, it doesn't change what you can and cannot do. Yes, this position does make certain things a little difficult to work - it means a GM can't really say an area has an aspect of "Pitch black", and have it constantly give everyone a -6 on sight-based checks. I'd say that is outside the realm of Apsects. Aspects are elements both the GM and players may manipulate, things that may or may not be an issue, not things that are *constantly* an issue. Well, yes, but with proper GM and player understanding and agreement, you don't even need rules to begin with. We have rules to give us common ground, and make that agreement easier to reach. Thus my comment of building a framework for construction of such things. Short of that, I'm looking back at the rules, and I'm pretty sure a single aspect isn't supposed to flat grant effective auto-successes, and/or the effect of many ranks of skills or stunts. [/QUOTE]
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