Belen said:
No. I am talking about forcing your character to ham it up for the DM in order to gain more AP. This happens in M&M. You have to perform in order to get them and if you do not have them, you can be seriously screwed. I detest that mechanic.
Couldn't disagree more. I ran a game of M&M just last night. One of the players is brand new, having joined only a week ago. Another is a good player, if a bit of a limited roleplayer (every single one of his characters is just his personality in a different costume). And the last one really is a great roleplayer, but she's playing a very reseved, very subdued character (emotionally scarred/retarded psychic ninja).
Last night, the players gained roughly three hero points apiece.
The first one was gained when one of the enemies they faced use the Inspire feat to grant his minions a +2 bonus to their attack rolls and saves for a round. Whenever an enemy uses an ability that would cost a hero point, the heroes instead get one apiece.
The second one came when the heroes managed to corner the leader of this little gang and start questioning him about why he stole some biological warfare agents from a former supervillain's storehouse. Before he could answer, the sniper who had been hidden somewhere on the rooftop shooting at the heroes during the fight put a bullet in him, apparently to keep him from talking.
The third one only came about because of complications. For the second player, whose character summons matter and energy from different universes, it was when he chose to lose this power permanently after learning that the world he was drawing from was suffering for it (he used the power for healing and summoning objects, and the loss of both huge chunks of tissue and parts of their homes had dire effects on the other world, which he just learned about). For the third player, the one with the emotionally retarded psychic ninja, it was because when she got home to her sort-of-adopted-family, a television special was just starting to air which was promising to reveal her identity.
So out of all of these instances of awarding hero points, exactly
one really had to do with a player roleplaying well (in the group's opinion). And even then, he wasn't exactly "hamming it up". Rather, he was forced to make a tough decision and made it in the way his character probably would have. That's how complications net you hero points. For the kind of games we play, it's perfect. Players actually
want to give the GM plot hooks with this system, and we love it.
But I might be misunderstanding you. What exactly do you mean by "hamming it up"? Are you refering to coming up with a character background or motivations? Or using those motivations and complications to guide how you play the character? Or are you refering to the single line of text in the rules that states the GM can award a hero point if the player does or says something so funny that the whole table starts laughing (which to me falls under the
Princess Bride quote clause... if it makes the game more fun, you'll be rewarded for it).