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<blockquote data-quote="Nagol" data-source="post: 4833266" data-attributes="member: 23935"><p>There are three forms of restriction:</p><p>Game restrictions on power level</p><p>Genre restrictions on appropriateness</p><p>Game engine restrictions on expression</p><p></p><p>Game engine restrictions are a nuisance and that is one of the appeals I feel of more modular “build your own” systems like Hero and Mutants and Masterminds. I’ll try to work with a player to crack this restriction, if I can find a way that is still fair to the player and the other players.</p><p></p><p>Genre restriction on character appropriateness I have no difficulty enforcing as a DM and no trouble respecting as a player. “Dude, that sounds like an awesome superhero origin. Save it for our next superhero game. This is Robin Hood.”</p><p></p><p>Game restrictions on power level usually come about for two reasons: genre matching and theme matching. </p><p></p><p>By genre matching I mean the characters are appropriately powered to match the basic sort of story told in that milieu. Characters in stories about Cops and Robbers are less powerful than Pulp Heroes are less powerful than 1940’s superheroes and they are less powerful than 1980’s superheroes. A particular campaign may play with the power assumptions to see the consequences on the game and genre and to suit player preferences.</p><p></p><p>By theme matching, I mean the basic archetype of story that a game system is designed to tell well. In the case of D&D, that would be a coming-of-age, growing-into-power story arc for the surviving characters. The power level of the game is deliberately set low initially and deliberately forced much higher as the characters advance. In this case, the player’s image of a a wizard raining destruction from the heavens should be closer to the eventual end goal for the character – not the start of its play. . Contrast this with a system like Hero where the character growth in terms of power is much more modest and constant. Starting a character with that image is easier in a system that doesn’t tie individual power to character growth.</p></blockquote><p></p>
[QUOTE="Nagol, post: 4833266, member: 23935"] There are three forms of restriction: Game restrictions on power level Genre restrictions on appropriateness Game engine restrictions on expression Game engine restrictions are a nuisance and that is one of the appeals I feel of more modular “build your own” systems like Hero and Mutants and Masterminds. I’ll try to work with a player to crack this restriction, if I can find a way that is still fair to the player and the other players. Genre restriction on character appropriateness I have no difficulty enforcing as a DM and no trouble respecting as a player. “Dude, that sounds like an awesome superhero origin. Save it for our next superhero game. This is Robin Hood.” Game restrictions on power level usually come about for two reasons: genre matching and theme matching. By genre matching I mean the characters are appropriately powered to match the basic sort of story told in that milieu. Characters in stories about Cops and Robbers are less powerful than Pulp Heroes are less powerful than 1940’s superheroes and they are less powerful than 1980’s superheroes. A particular campaign may play with the power assumptions to see the consequences on the game and genre and to suit player preferences. By theme matching, I mean the basic archetype of story that a game system is designed to tell well. In the case of D&D, that would be a coming-of-age, growing-into-power story arc for the surviving characters. The power level of the game is deliberately set low initially and deliberately forced much higher as the characters advance. In this case, the player’s image of a a wizard raining destruction from the heavens should be closer to the eventual end goal for the character – not the start of its play. . Contrast this with a system like Hero where the character growth in terms of power is much more modest and constant. Starting a character with that image is easier in a system that doesn’t tie individual power to character growth. [/QUOTE]
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