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<blockquote data-quote="WizarDru" data-source="post: 5437481" data-attributes="member: 151"><p>Here's where you need to make a decision based on two things: are you having fun and are they having fun? The answer for a game NEEDS to be both. If they had fun and you didn't (or vice-versa), then you need to figure out a compromise.</p><p></p><p>Here's the thing: Torch Issues. That's what my group calls these things. Torch Issues is the term we use for 'details that aren't relevant, so let's skip it'. This originally came from constant '<em>who's carrying the torch</em>' discussions. We eventually realized...<strong>it didn't matter</strong>. We handwaved the issue.</p><p></p><p>The problem you're seeing now? I've had this problem occasionally, and Supers RPGs make it worse...there's so many powers, technology and variables that some gamers can be paralyzed by it. You have a couple of options. Either Embrace it or Handwave it. For the former, let them argue and discuss (if they enjoy it). In fact, drop plot points that you have no idea about...and USE THEIR SOLUTIONS. Sometimes you have to realize that this like many puzzles in RPGs: they seem obvious to the DM, but the players have no idea. In your example, the answer was right around the corner...but they clearly didn't know that. Either push them TO it or change the answer to something they will walk to. Don't be afraid to change the plot to keep things moving.</p><p></p><p>Alternately, handwave the details. Pull back the curtain on the Wizard of Oz and say "<em>Listen guys, I don't know anything about phones radio distance and neither do your characters and it's NOT IMPORTANT. Maybe it uses some new technology you don't understand....that's not relevant to the plot. Let's pretend there are extra antennas due to a city-wide initiative and move on.</em>" After you do this a few times, the players will start to get a feel for how things work.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5437481, member: 151"] Here's where you need to make a decision based on two things: are you having fun and are they having fun? The answer for a game NEEDS to be both. If they had fun and you didn't (or vice-versa), then you need to figure out a compromise. Here's the thing: Torch Issues. That's what my group calls these things. Torch Issues is the term we use for 'details that aren't relevant, so let's skip it'. This originally came from constant '[i]who's carrying the torch[/i]' discussions. We eventually realized...[b]it didn't matter[/b]. We handwaved the issue. The problem you're seeing now? I've had this problem occasionally, and Supers RPGs make it worse...there's so many powers, technology and variables that some gamers can be paralyzed by it. You have a couple of options. Either Embrace it or Handwave it. For the former, let them argue and discuss (if they enjoy it). In fact, drop plot points that you have no idea about...and USE THEIR SOLUTIONS. Sometimes you have to realize that this like many puzzles in RPGs: they seem obvious to the DM, but the players have no idea. In your example, the answer was right around the corner...but they clearly didn't know that. Either push them TO it or change the answer to something they will walk to. Don't be afraid to change the plot to keep things moving. Alternately, handwave the details. Pull back the curtain on the Wizard of Oz and say "[i]Listen guys, I don't know anything about phones radio distance and neither do your characters and it's NOT IMPORTANT. Maybe it uses some new technology you don't understand....that's not relevant to the plot. Let's pretend there are extra antennas due to a city-wide initiative and move on.[/i]" After you do this a few times, the players will start to get a feel for how things work. [/QUOTE]
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