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RPG Evolution: The Superman Problem
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<blockquote data-quote="EzekielRaiden" data-source="post: 9118344" data-attributes="member: 6790260"><p>The tiefling (now more "double cambion") character in my DW game is immune to being surprised. (The specific text is, "You cannot be caught by surprise. If an enemy should get the drop on you, you act first instead.") Mostly, this cashes out as something like Spider Sense; the character simply has a preternatural sense for when something might catch them off guard, and they react.</p><p></p><p>My main way of limiting this is, more or less, that the player must spell out a premeditated plan <em>in advance</em> if they want to do something particularly complex in this "counter-surprise" moment. Otherwise, the char must do something that would make sense as semi-instinctive, e.g. drawing a sword and lunging, shouting a simple magic word, changing their form (<em>hat of disguise</em> + minor Druid shapechanging), throwing an alchemical or magical grenade, etc.</p><p></p><p>Likewise, another player has a move that means that, when an opponent is expecting him to make a move, he knows what that opponent expects him to do. The limitation here is, knowing "what" is not the same as knowing "why." In a highly focused example (the text references Westley's "duel of wits" with Vizzini), where there's only two options, the "why" may be obvious and so I won't quibble about it in that context. But in more general situations, where there are lots of valid reasons why someone might expect you to do something, knowing what they expect is useful but not a slam-dunk.</p><p></p><p>Overall, I do my best to give players chances for their immunity to be helpful, while also taking chances to show that it has downsides (as per DW Principles.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9118344, member: 6790260"] The tiefling (now more "double cambion") character in my DW game is immune to being surprised. (The specific text is, "You cannot be caught by surprise. If an enemy should get the drop on you, you act first instead.") Mostly, this cashes out as something like Spider Sense; the character simply has a preternatural sense for when something might catch them off guard, and they react. My main way of limiting this is, more or less, that the player must spell out a premeditated plan [I]in advance[/I] if they want to do something particularly complex in this "counter-surprise" moment. Otherwise, the char must do something that would make sense as semi-instinctive, e.g. drawing a sword and lunging, shouting a simple magic word, changing their form ([I]hat of disguise[/I] + minor Druid shapechanging), throwing an alchemical or magical grenade, etc. Likewise, another player has a move that means that, when an opponent is expecting him to make a move, he knows what that opponent expects him to do. The limitation here is, knowing "what" is not the same as knowing "why." In a highly focused example (the text references Westley's "duel of wits" with Vizzini), where there's only two options, the "why" may be obvious and so I won't quibble about it in that context. But in more general situations, where there are lots of valid reasons why someone might expect you to do something, knowing what they expect is useful but not a slam-dunk. Overall, I do my best to give players chances for their immunity to be helpful, while also taking chances to show that it has downsides (as per DW Principles.) [/QUOTE]
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