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Making superhero gear make sense (mostly Marvel related)
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<blockquote data-quote="Jon_Dahl" data-source="post: 5408459" data-attributes="member: 89822"><p>Of the posts so far, I feel that Remathilis best summarizes the real issues here. Sure, it's very nice to pull me as a GM to that right direction of awesomeness and "it is like this, because it's cool", but we have to also think about the counterparts here, sitting at the other side of table...</p><p></p><p>Some of my players are even more hardcore realism fans than me, and I think they'll try to arm and equip themselves best of their ability. I can imagine that as soon as someone gets wounded, dragonskin and interceptor body armor are raised as issues on the table.</p><p></p><p>And that when the genre starts to cough...</p><p>...I can't tell them that "no, you can't buy this" without making it a complete railroad or whatnot.</p><p>...The genre will be distorted, with X-men and the rest of the guys running with barely nada and the players themself going para-military style with a complete different genre.</p><p>...It will effect the bad guys also, who will respond to such arms race.</p><p></p><p>So I feel that despite the best of my intentions, I think that some logical thinking from players' part and even half-modest knowledge of arms, armor and equipment can make the tone of the game somewhat different.</p><p></p><p>But does it matter? I don't know, maybe not. All I know is that I will try to pass the "awesome thights"-idea on to my players, but I can see no way I can argue back to the heavy-duty special forces style.</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5408459, member: 89822"] Of the posts so far, I feel that Remathilis best summarizes the real issues here. Sure, it's very nice to pull me as a GM to that right direction of awesomeness and "it is like this, because it's cool", but we have to also think about the counterparts here, sitting at the other side of table... Some of my players are even more hardcore realism fans than me, and I think they'll try to arm and equip themselves best of their ability. I can imagine that as soon as someone gets wounded, dragonskin and interceptor body armor are raised as issues on the table. And that when the genre starts to cough... ...I can't tell them that "no, you can't buy this" without making it a complete railroad or whatnot. ...The genre will be distorted, with X-men and the rest of the guys running with barely nada and the players themself going para-military style with a complete different genre. ...It will effect the bad guys also, who will respond to such arms race. So I feel that despite the best of my intentions, I think that some logical thinking from players' part and even half-modest knowledge of arms, armor and equipment can make the tone of the game somewhat different. But does it matter? I don't know, maybe not. All I know is that I will try to pass the "awesome thights"-idea on to my players, but I can see no way I can argue back to the heavy-duty special forces style. [/QUOTE]
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