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Flim-Flam, or not Flim-Flam

Flim-Flam, or not Flim-Flam

Postby chaosnet » Mon Apr 23, 2012 3:11 pm

My player says "so I need to dodge the laser rifle wielding tech raider. Ok, I will add my Solo D8, my "Man of Science" Distinction at D8 [calculating the vector of the shot], my Radiation Control D10 [to redirect the laser if it gets close] and my Science Expert D8 [since I understand how light moves from a physics standpoint (even though one of his milestones shows that he is a geneticist)].

Ok so this is D10+3D8 to dodge the laser blast.

Have I been Flim-Flammed? Or are these plausible uses of his 'stats'? I know the player wasn't purposefully meta-gaming and i was kindve like 'eh', but let it ride.

What do you all think?
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Re: Flim-Flam, or not Flim-Flam

Postby Majestic » Mon Apr 23, 2012 4:07 pm

I don't think you got conned, personally. If the player can articulate what/how they are using their various abilities, and if it makes sense to you (as the Watcher) to include them, then go for it!

If the player is simply meta-gaming, though, and trying to rationalize each and every possible die on his sheet, then it's your responsibility to point out which ones aren't appropriate for that particular action.

You want to remain consistent, of course, so if you're allowing something for the Watcher characters, then allow it for the players (and vice versa).

Personally, I was allowing use of the Science specialty (and a few others) in certain combat situations, but am leaning now towards not doing that as much (unless it's a really unique and creative usage of powers that makes sense to allow it).
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Re: Flim-Flam, or not Flim-Flam

Postby pksullivan » Mon Apr 23, 2012 4:52 pm

I don't think you got conned. That's just a player making a dice pool and having a good time with some narration.

Here's the thing: dice pools need to be at least 3 dice strong for the characters to be effective. Two for a result and one for the effect. Even with that bare minimum, chances are the hero isn't going to be effective. Stymieing the player's dice pools because it's too meta is one of the worst things a GM can do in MHR, in my opinion. Ineffective characters lead to frustration, as anyone who has played Paranoia can tell you (though in that system the frustration is intentional and leads to comedy). Ineffective characters and frustrated players are a complete 180 degrees from what this game is meant to be. Mr. Fantastic and Iron Man are two of the smartest men on the planet. Wolverine is (arguably) the deadliest hand-to-hand combat in the world. Captain America is the greatest tactician to ever live. These people are potent actors. The game should reflect that. To help make PCs potent, the game says you ALWAYS get your affiliation die and a distinction. Two dice, bare minimum. To that, you can add one power from each power set, an asset, a resource, a complication, an opponent's stress, and a specialty. Not to mention all the different ways you can split or double those dice or add more D6s.

Comic books aren't built on a solid foundation of logic and physics. They're built on cool powers and soap opera drama. In reality it doesn't really matter if Reed Richards can calculate the physics on the pool table - unless he has the dexterity and muscle control necessary to make the cue ball go where he needs it, he's not going to win the game. But in comics, Reed could totally be a pool shark.
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Re: Flim-Flam, or not Flim-Flam

Postby Spatula » Mon Apr 23, 2012 6:17 pm

My only real quibble is that it sounds like he's trying to do three different things at once. If his reaction was simply, "I try to redirect the beam using my Radiation Control power," (does a laser really count as radiation?) the rest of it (Man of Science, Science specialty) kinda flows naturally.
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Re: Flim-Flam, or not Flim-Flam

Postby EldritchFire » Mon Apr 23, 2012 7:43 pm

As long as it makes sense narratively, go for it! However, don't feel afraid to speak up when something seems hinky. The rest of the table will back either you or the player. If they back the player, than it makes sense to the rest of the table.

MHR is really all about what makes sense at your table. If it works for you, who cares if it wouldn't fly at my table?

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Re: Flim-Flam, or not Flim-Flam

Postby MidnightBlue » Mon Apr 23, 2012 8:07 pm

Heh...I've seen FAR more implausible actions and rationals in the pages of comic books themselves!
:lol:

MHR has me in a mindset to allow a LOT of leeway. If I can simply get my players to consider even outlandish narratives, I'll be a happy Watcher.

[Anyone read the early Iron Man comic where IM is calculating the precise angle and pressure to apply to block against the Mandarin's kung fu chop heading his way. IM was calculating this equation on a wrist computer AS the Mandarin's attack was coming!

So what does Tony get to roll there?]

:D
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Re: Flim-Flam, or not Flim-Flam

Postby windmark728 » Mon Apr 23, 2012 9:27 pm

So, yeah, I AM said player! :?

It seems to me, that in the spirit of the game (and the genre of comics), players are encouraged to come up with creative ways to do what they want their characters to do.

In fact, I would go so far as to say that if you don't get creative, you will not only be hurting your character's chances of besting a foe, but also essentially crippling the narrative aspect of the game!

This is the first time I have been a Player in an rpg in a looong time, and I really am enjoying the whole "shared narrative" potential of the game. After all, usually the burden of narration is placed firmly upon the Gm's shoulders, alone.

Now, in my own defense, I used my character's Science Expert Specialty- NOT his Medical Expert Specialty! 8-)

The only flim-flam that will occur is when my character uses his Radiation Control to zap those pesky AIM mooks! FLIM!-FLAM!
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Re: Flim-Flam, or not Flim-Flam

Postby Duck Call Lass » Mon Apr 23, 2012 11:58 pm

chaosnet wrote:My player says "so I need to dodge the laser rifle wielding tech raider. Ok, I will add my Solo D8, my "Man of Science" Distinction at D8 [calculating the vector of the shot], my Radiation Control D10 [to redirect the laser if it gets close] and my Science Expert D8 [since I understand how light moves from a physics standpoint (even though one of his milestones shows that he is a geneticist)].

Ok so this is D10+3D8 to dodge the laser blast.

Have I been Flim-Flammed? Or are these plausible uses of his 'stats'? I know the player wasn't purposefully meta-gaming and i was kindve like 'eh', but let it ride.

What do you all think?


If it bothers you, you could make him work a little more for it by "writing a thought bubble" that tells exactly what his scientific skills allowed him to figure out. Say, "Okay, you definitely can do that, but tell me what it would look like in a panel in a comic?"

FLASH FACT!
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Re: Flim-Flam, or not Flim-Flam

Postby N01H3r3 » Tue Apr 24, 2012 3:32 am

Spatula wrote:(does a laser really count as radiation?)

It's focussed mono-directional light, so yeah, it kind of does, given that light itself is electromagnetic radiation just like X-Rays, gamma radiation and cosmic radiation (they're all just different parts of the spectrum).

Of course, from a comic book standpoint, there may need to be some divisions made - afterall, in comics, mastery over magnetism (which should be one of the most versatile and dangerous powers ever, as it would allow control over the entire electromagnetic spectrum) tends to actually just refer to ferrokinesis (that is, the manipulation of metal objects), and comic book radiation (synonymous with "exotic energy") tends to have little in common with actual radiation...

What was I talking about again?
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Re: Flim-Flam, or not Flim-Flam

Postby MidnightBlue » Tue Apr 24, 2012 6:53 am

N01H3r3 wrote:
Of course, from a comic book standpoint, there may need to be some divisions made - afterall, in comics, mastery over magnetism (which should be one of the most versatile and dangerous powers ever, as it would allow control over the entire electromagnetic spectrum) tends to actually just refer to ferrokinesis (that is, the manipulation of metal objects)...


Ha!

Try telling that to Magneto who has used his control over magnetism to control or disrupt such things as radiowaves and all forms of elecromagnetism.

I think his TSR MSH character sheet (one of them at least) even listed those additional powers.

[Of course a characters powers are only truly restricted by the author...who can get as nutty as he wants. The comics prove that.]

:lol:
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