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TTRPGs: broken mechanics vs. abusive players
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<blockquote data-quote="Panzeh" data-source="post: 8942827" data-attributes="member: 82267"><p>There's definitely stuff in, for example, GURPS, where you're expected to curate what's included- a lot of advantages and disadvantages are made with superheroes in mind.</p><p></p><p>The big one i often get is gadgeteer- which is roughly an ability that lets you pull out technologically sophisticated gadgets whenever you want. I always end up asking someone who asks me to have that on their sheet why the appropriate skills (machinist, armory, etc) aren't enough to hit their concept, and that usually gets them to relent. I know a lot of people have the fantasy of somebody who can do gadgets, i just prefer to handle it with the game's voluminous skill system and to have them actually play it out rather than having an advantage where they just always have something on hand. Usually, I think they see it in the basic book and feel inspired by it without really thinking it through. And, BTW, it is a massive pain to DM around, almost as much as a high-point GURPS Magic user with Create X spells.</p><p></p><p>I generally find there's players I can trust with certain things and players I can't, and I DM accordingly.</p></blockquote><p></p>
[QUOTE="Panzeh, post: 8942827, member: 82267"] There's definitely stuff in, for example, GURPS, where you're expected to curate what's included- a lot of advantages and disadvantages are made with superheroes in mind. The big one i often get is gadgeteer- which is roughly an ability that lets you pull out technologically sophisticated gadgets whenever you want. I always end up asking someone who asks me to have that on their sheet why the appropriate skills (machinist, armory, etc) aren't enough to hit their concept, and that usually gets them to relent. I know a lot of people have the fantasy of somebody who can do gadgets, i just prefer to handle it with the game's voluminous skill system and to have them actually play it out rather than having an advantage where they just always have something on hand. Usually, I think they see it in the basic book and feel inspired by it without really thinking it through. And, BTW, it is a massive pain to DM around, almost as much as a high-point GURPS Magic user with Create X spells. I generally find there's players I can trust with certain things and players I can't, and I DM accordingly. [/QUOTE]
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