Supplanter wrote:Doc_Nova wrote:I dunno, I kind of like the idea of a negative scene distinction (Damn, It's Dark! seems to be popular as an example) taking precedence over character distinctions. As pointed out, they are awarded PP that can be immediately used to include a second distinction, if desired. Additionally, the negative scene distinction could be ignored if the character has a solid narrative means of doing so.
Obviously, I will not come to your house and stop you from running a game this way with people who choose to play it.
Also, we are all special snowflakes unique in our preciousness, so my opinion is just one, idiosyncratic take. That said, as someone who plays and GMs MHRP, and has played it more than GMed, the Watcher in me is very, very afraid of this idea, and my inner player hates it with white-hot fury.
I don't mean that in a bad way.
Marvel HRP borrows the Distinction layer and the rules for it straight from Leverage. It consciously, deliberately, vests all the authority for choosing how to invoke a Distinction in the player. This decision has about a hundred impacts on the course of play, but surely the two biggest are: 1) it gives the player agency in an area where trad games removed it: consider how "alcoholic" works as a GURPS/Hero/Etc. disad versus how it works as a Cortex Plus Distinction; 2) it makes the player responsible for a slice of the game's adversity - instead of trying to avoid engaging a core aspect of the character, the player is given the job of bringing it to the fore. These are huge effects on the traditional player mindset.
The proposed rule change consciously, deliberately robs the player of that authority. The Watcher in me fears this because this is our eternal temptation, right? We're forever at risk of using our already privileged position to nullify everyone else's contribution to the game. The player in me hates this because, Dude, if you're not going to let me do this, what else aren't you going to let me do?
It not only has the direct effect of reducing my agency as a player, it has the meta effect of telling me that you* might take away my other prerogatives as soon as you get what you consider a bright idea. Whether it's an actual bright idea or not . . .
* This is of course the grammatical, impersonal you.
You posted while I was posting, so I would like to reply.
I understand your point of player agency, and agree. Sometimes, though, I think a lot of players get obsessed with mad skillz or kewl powrz and forget a bit about the fun of "suboptimal." For me as a player, if the Watcher didnt reminded me about the scene distinctions, I would forget a lot. Also a good thing for some players is to remind them how they can use the distinctions.
Watcher: It's dark, damnit! is a scene distionction, you can totally use it as a d4 for a PP, or spend that PP on using your own Distinction with the chance of another PP if that d4 rolls a 1.
Player: Epic! Thanks, totally forgot about that option!
Does that make sense? I'm running on fumes >_<