chaosnet wrote:What this says to me is that the Watcher would say, "I am spending a Doom Pool die to make Cap's shield take an odd bounce and land across the street on an awning (simulating the gear limit being activated), would you like to invoke first refusal?". To the the player would most likely say "Heck Yeah! The shield bounces off of the awning and lands about 20 feet from Cap, instead of across the street!" and would gain 1 PP for activating the limit.
It doesn't really matter if it fell 2 feet away or across the street. He still needs the opportunity or a transition scene to retrieve the gear. If it fell 2 feet away you need some additional explanation to why he can't simply walk next to it and pick it up. Otherwise, it will be quite ridiculous... You could also describe his failed attempts to retrieve it because of other combat hazards.
PlotPointsFelipe wrote:One of the main dilemmas i face with my group with Marvel RPG, is the urge to "win" that some of my players have. I guess, that the most fun in Marvel RPG is to manage and handle self imposed complications and assets, thats when limits come in huge play. I may want to "loose" some firepower just to make the story better.
When the players buy into that, the Marvel RPG realy shines!
That urge, thankfully, I've "stripped out" of my players. Thanks to Spirit of the Century, M&M and apparently most games nowadays use some mechanic in those lines. You need to fail to improve your abilities so you can "win" at a later moment of the plot. They know they'll never "get the bad guy" in the first scene of the adventure. First, because it's boring. Second, because they know they can use it to acquire Hero Points/Fate Points and clobber that villain later on. Third, it's the only chance those villains will get to shine in the adventure.
P.S. I just noticed Felipe is brazilian and he has successfully portrayed to us one of the recurring traits of our fellow country players. "The GM is a 'threat' and you must beat HIM not the adventure!"