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Can we stop the Angel Summoner BMX Bandit comparisons
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5909743" data-attributes="member: 4892"><p>No thank you. I played a TMNT-style PC in the same RIFTS game as a Dragon PC and found it to be my least-favorite roleplaying experience of all time. It actually illustrates my point as well.</p><p></p><p>The GM tried to do a 'good job' by having Mega Damage tanks for the Dragon PC to fight and squads of mooks for the rest of us to fight. OK, I recognized quickly that I was intended to ride the 'kiddie rides' and fight the mooks, no problem, let's have fun.</p><p></p><p>Then the Dragon took a turn to breathe on the mooks, leaving us to watch her fight tanks. I tried everything I could to still contribute at that point. I climbed onto a tank and tried forcing my way in. Nope. I tried tricking the tank crew into coming out to fight me. Nope. At that point I gave up and joined those who'd already given up on the sidelines.</p><p></p><p>Did the GM do anything wrong? Should he have told the dragon player not to fight the mooks? IMO, that would have been overstepping his bounds, railroading the player into only facing opposition he desgned for her. It would have also felt more artificial than it already did to me.</p><p></p><p>Did the dragon player do anything wrong? Social-contract-wise maybe. Again, it would seem artificial to me if she didn't play her character to the best of its abilities. At least with my character it was easy to justify in-game why he only attacked who he was supposed to becasue it was obvious to him that punching a tank was futile.</p><p></p><p>In D&D this problem is worse, because unless you are throwing dragons or the tarrasque at the powerful people and sending squads of orcs at the rest, it isn't as clear as tanks vs. mooks. Even an orc could be low-level fodder or an epic warrior.</p><p></p><p>EDIT: I realized another way the RIFTS example illustrates what I'm looking for.</p><p></p><p><em>If</em> I were to run RIFTS I would restrict it from the start as All-Mega-Damage or No-Mega-Damage from the start. These are big switches to turn on/off, similar to 2E kits. My non-system-mastery players in 2E could realize a kit sucks through play and ask for a change. And I'm cool with that. The same people in 3E could not navigate the choices to build anything close to the system masters and didn't want others making their characters for them. I don't mind cleaning things up in a game if they come in big chunks, but all the tiny little pieces? Never again.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5909743, member: 4892"] No thank you. I played a TMNT-style PC in the same RIFTS game as a Dragon PC and found it to be my least-favorite roleplaying experience of all time. It actually illustrates my point as well. The GM tried to do a 'good job' by having Mega Damage tanks for the Dragon PC to fight and squads of mooks for the rest of us to fight. OK, I recognized quickly that I was intended to ride the 'kiddie rides' and fight the mooks, no problem, let's have fun. Then the Dragon took a turn to breathe on the mooks, leaving us to watch her fight tanks. I tried everything I could to still contribute at that point. I climbed onto a tank and tried forcing my way in. Nope. I tried tricking the tank crew into coming out to fight me. Nope. At that point I gave up and joined those who'd already given up on the sidelines. Did the GM do anything wrong? Should he have told the dragon player not to fight the mooks? IMO, that would have been overstepping his bounds, railroading the player into only facing opposition he desgned for her. It would have also felt more artificial than it already did to me. Did the dragon player do anything wrong? Social-contract-wise maybe. Again, it would seem artificial to me if she didn't play her character to the best of its abilities. At least with my character it was easy to justify in-game why he only attacked who he was supposed to becasue it was obvious to him that punching a tank was futile. In D&D this problem is worse, because unless you are throwing dragons or the tarrasque at the powerful people and sending squads of orcs at the rest, it isn't as clear as tanks vs. mooks. Even an orc could be low-level fodder or an epic warrior. EDIT: I realized another way the RIFTS example illustrates what I'm looking for. [I]If[/I] I were to run RIFTS I would restrict it from the start as All-Mega-Damage or No-Mega-Damage from the start. These are big switches to turn on/off, similar to 2E kits. My non-system-mastery players in 2E could realize a kit sucks through play and ask for a change. And I'm cool with that. The same people in 3E could not navigate the choices to build anything close to the system masters and didn't want others making their characters for them. I don't mind cleaning things up in a game if they come in big chunks, but all the tiny little pieces? Never again. [/QUOTE]
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