TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Spike on April 04, 2007, 04:16:09 PM

Title: Underwhelming Characters...
Post by: Spike on April 04, 2007, 04:16:09 PM
I have seen a rise of ideas on line that essentially consist of forcing the players to start off weak or unassuming characters. The most common one, for me, has been the idea of stripping away build points in the new Shadowrun.  Typically the number I see approaches 300, but I've seen ideas pushed as low as 200.  To be clear, the 'power' of a starting character in Shadowrun fourth is not a linear progression. At 300 BP's you can't even make an average man on the street. At 200, by the rules, your character is virtually a bed ridden moron with curmudgeonly tendencies. Imagine a D&D character who's highest stat was 5...

Of course, I also see this for other systems. Threads about 'nerfing' player characters.  I see this a lot at the table. A Rifts GM that insisted everyone play as city rats, scientists or scholars... in other words the classes with no weapons, no armor and no special abilities.  I regularly hear GMs who want to strip out entire subsystems of the games because they are 'too powerful'.  

The worst offenders are the guys who insist there be limits on combat capabilities and then toss off challenges that would be hard for standard characters to face! The 'all your zero level peasants must now chase the rampaging ogre out of town' senario.  The solution is combat, only the GM has given everyone nerf swords.



Don't get me wrong, I'm all for low powered games. What baffles me is why so often low powered seems to translate into 'invalids'. Like the reoccuring Shadowrun problem. At 300 BP's the so called 'street level' characters become not 'street punk gangers', they become average chumps, no stronger or smarter than anyone else. They become bland. Again, in D&D, everyone has 10's for stats. Some have 8's, and only the guy who made half his stats 6's has a 14.

Why is the 'street level guy' suddenly weak? Or Stupid? or uncharismatic?

No. To me, the lower powered, street level games begin with character concepts and end at equipment...with perhaps a breif stop-off at skills along the way.    The Ganger on the street is just as Capable, he just lacks the specialized training, the fancy toys. In his element, however, he... if anything, is superior to the special forces guy, the commando.

It holds true across the spectrum.

Why, what is this urge to reduce all characters to pale shadows of characters?  Or to scale levels of heroics to levels of potential as well? The chumps are not only NOT the big bad heros, they can never be as good as them.  RPG's... and related sources of fiction, always seem to assume some sort of weird Caste structure to life. BBEG's can be nastier than entire parties of Heroes, despite in theory being playable race/class combinations.  You see it Online, where the NPC's look just like the charaters, have levels just like the characters, but have 10x their HP, and can solo fights that would be a challenge for a character ten levels higher (Bolvard, I'm looking at you!).

Not a specific beef here, I guess. I GM far more often than play anyways. I'm just curious about the phenomenon, that's all.
Title: Underwhelming Characters...
Post by: C.W.Richeson on April 04, 2007, 04:21:04 PM
I think it's a response from GMs who have run games where the power creep has gotten away from them and they have felt powerless to challenge the seemingly all powerful PCs.

I want to play competent, above average people in any game.  Whether that means a witty detective with a revolver or a kung fu goddess, it's all good.
Title: Underwhelming Characters...
Post by: SgtSpaceWizard on April 04, 2007, 05:29:55 PM
This reminds of the time I made a barbarian warrior for some old game, (maybe powers and perils?) and within 20 mins of play I was soundly dispatched by a goat...

Sometimes I think this happens in games where the players know the rules better than the GM. Lacking the skill to challenge the players, the GM nerfs the PCs so that everyone can have "fun". Which can work as long as you present the PCs with fair challenges. Really, I think if the PCs blow through the baddies you have set against them, then you should let them and just make better baddies next time.

As you say though, low powered games can be fun, as long as its not just an excuse for the GM to powertrip on you.

I also hate it when the NPCs are so much more competent than the PCs that you have to wonder why they even need the PCs to go kill the orcs/capture dr doom/burn down the malls, etc...
Title: Underwhelming Characters...
Post by: Kyle Aaron on April 04, 2007, 06:54:29 PM
And here was I thinking this thread would be about boring characters.

It reminds me of when I recently saw one player comment to another, "Man, why do you always make such flawed characters?"
"Flaws are interesting! They make a character more alive, more interesting."

When characters are low-powered, players more often take the time to flesh them out a bit; when they have a whole swag of k3w1 pw0rz, the powers are the character. It's the Strong Guy, or the Guy Who Can Zap Stuff, or whatever. Not always, of course - it's quite possible for a player to create a low-powered character who's boring, and for them to create a high-powered one who's fascinating. But low-power's less likely to get boring characters, because it encourages the players to be creative. "Okay, he can't have Sniping 235% and Seduction 703%, he can't be k3w1, can he be interesting?"

That's why I, as a GM, often have low-powered characters. Because so often the high-powered ones are nothing but their powers, and are boring. And then they're "underwhelming."
Title: Underwhelming Characters...
Post by: RedFox on April 04, 2007, 07:13:41 PM
So you force them to make low-powered characters on the off-chance that they'll make them more interesting for you?

Ooookay.
Title: Underwhelming Characters...
Post by: O'Borg on April 04, 2007, 07:16:07 PM
Quote from: RedFoxSo you force them to make low-powered characters on the off-chance that they'll make them more interesting for you?

Ooookay.
I suppose if forces people to play a character rather than a set of cool abilities inhabiting a bodyshell.
Title: Underwhelming Characters...
Post by: Spike on April 04, 2007, 07:32:22 PM
The problem, as I pointed out, Jimmy-b, is not with lower powered character in and of themselves, but the interpretations of 'lower powered' which always, ineveitably results in 'incompetant boobs who should be in a hospital, not out fighting ogres'.

You want to talk about how high powered characters are often overwhelmed by their own leetness, by all means, go for it.

But let me lay out the math.

At 300 BP's a shadowrun character will only have 15 'stat points' to distribute among 8 stats.  That means that he isn't even average (average being 3's in every stat... this guy get's all 3 except for that one 2). The 200 BP guy is even worse off. He only gets to be average in two of his eight stats.

Would you play in a D&D game where you had to roll 2d6 for all your stats?  that's not low powered, that's fucking gimped. Even if you gave the players the ability to move dice out of one stat into another, they are still going to be horribly wrecked.

Yet, I see people advocating this. More: they bring in powerful NPC's made using the RAW or RAW+, and use them to fuck over the PC's on a regular basis.

It's the brute force method of dealing with 'leet powers make dull characters' that you decry, sort of like bricking up a barn door because the horses escaped. You could just, you know, close the fucking door!

Lets take a look at some of the awesome leetness that leads to dull characters:

D&D, in its many forms, is a poster child for requiring certain types of magical gear in order to compete. It's not 'Joe the fighter, using his father's sword'... It's 'my +5 flaming burst longsword of DOOM, with attendant biological utility thing...'  Characters become a framework to hang neat magical stuff off of.  That's not the only issue, mind, but I realized long ago how many PC's I'd had described to me, or NPC's I read about were only cool because of the gear they carried.  Hell, a morkendainian's Disjunction would DESTROY Drizz't Do'urden, and you'd hear fanboys wailling and gnashing their teeth from here to Tasmania.

In Shadowrun, the 0 essence cybersamurai and his panther assualt cannon of doom doesn't have much room to grow as a character.  Sounds pretty similar, don't it? the character is defined by his gear as much as anything else.  

Duh: Low powered characters are not mentally handicapped bed ridden klutz'es with inferiority complexes.   They are, or should be, just as capable as any other character, they just lack the neat toys. Is Hamlet less interesting a character* because he is the Prince of Denmark? Is Rosencrantz a hapless boob because he isn't the main character?

Anyway... I've lost track of myself, so I'll leave off until I come back around.




*I fucking hate Hamlet. Could NOT find a worse example of a hero in any book. Whiney, mopey and generally deserving of the death he gets...and he murders people as casually as his enemies... if not more so.
Title: Underwhelming Characters...
Post by: Kyle Aaron on April 04, 2007, 07:50:24 PM
More interesting for me, yes.

Yes, the GM must be interested in the characters and the game. Is this some revelation? When I'm paid at least minimum wage to GM, then and only then I'll do it even if the characters and play bore me. Without dollars as payment, my payment for GMing is that I get to have fun, too. And my having fun requires that the players create interesting characters. Am I supposed to GM boring characters and players out of the generosity of my own heart? What am I GMing for, charity? No - I GM to have fun, same reason they play. The players expect that NPCs they encounter will be real characters, not just a laundry-list of k3w1 pw0rz to smack them over, I expect the same of the PCs.

As I've said before, when one player or GM has fun, others have fun, too - that's the fellow-feeling humans have. When one is bored, others become bored, too - fellow-feeling, too.

And the player themselves gets to have fun. A character that, as O'Borg put it, is nothing but a shell for k3w1 pw0rz, for most players that'll be fun for a session or two, but not for a real campaign.

I don't force players to play anything. They ask me to GM, I ask what sort of campaign they'd like, and then I construct a campaign based on that. They begin reasonably weak, and if they need it or want it, I guide them through character generation so that they can specialise and be good at a few things, and so they can have an interesting character. I begin them at overall low power because that encourages creativity - necessity is the mother of invention, and all that.

After that, I'm generous in play - no, you do not need to make a riding roll to get on a fucking horse, or a survival roll to put up a tent. Ordinary people are not disabled. And then I'm generous with xp awards, so they can improve their characters if they want to.

Players often think they have to be Neo to have interesting adventures. They don't. let's face it, Neo was k3w1, but he was as a character the most boring one in the series.
Title: Underwhelming Characters...
Post by: Seanchai on April 04, 2007, 07:53:51 PM
Quote from: O'BorgI suppose if forces people to play a character rather than a set of cool abilities inhabiting a bodyshell.

But it doesn't. You can't make folks roleplay. Either they want to or they don't, and that's going to shine through despite GM, game, system and circumstances.

Seanchai
Title: Underwhelming Characters...
Post by: Kyle Aaron on April 04, 2007, 08:13:15 PM
Quote from: SeanchaiBut it doesn't. You can't make folks roleplay. Either they want to or they don't, and that's going to shine through despite GM, game, system and circumstances.
Active roleplayers will be active roleplayers no matter what; boring sods will be boring no matter what. But in between are the majority of gamers who will respond to whatever's put in front of them. Most players will quite naturally look at their character sheet, and say to themselves, what stands out about this character? and they'll play to that.

If the most remarkable thing about the character is that she's good at jumping and tumbling and is pissed off with her husband, that's what'll get roleplayed. If the most remarkable thing about the character is that he turns green and smashes stuff, that's what'll get roleplayed.

You can't make anyone roleplay a character's personality, or stop anyone; but you can encourage it, or discourage it. Since most players are not "Real Roleplayers" and also aren't all "HULK SMASH", but instead are in the middle somewhere, by your GMing you can sway them towards either extreme.

Having high power levels encoruages a player to think of the high-cost powers they can get for their character (or high-level skills, or whatever). Having a low or medium power level encourages players to think of the less costly traits their character can have. I've observed this in GURPS - when someone has a 50 point character, they think for a bit about their -1 point quirks; when they have a 500 point character, they entirely forget about -1 point quirks.

There are exceptions, of course. There's the guy who never picks any quirks at all, and the guy who chooses them first, no matter what. But in general, if they have a heap of points to spend they forget about the small stuff. Hulk smash!
Title: Underwhelming Characters...
Post by: RedFox on April 04, 2007, 08:24:35 PM
Quote from: JimBobOzThere are exceptions, of course. There's the guy who never picks any quirks at all, and the guy who chooses them first, no matter what. But in general, if they have a heap of points to spend they forget about the small stuff. Hulk smash!

Sorry mate, but I think your whole little theory is so much bullshit.  It doesn't match up with my experience at all.  Most of the time, players will always make interesting characters, always make uninteresting characters, or a little of either.  And it's not related to their character's power level one whit.

This just strikes me as a rather ham-handed, dickish way to get players to do what you want rather than just asking them to entertain you how you want.
Title: Underwhelming Characters...
Post by: RockViper on April 04, 2007, 08:39:17 PM
You need to play with other people, I have never had a  someone force me to gimp a character nor have I ever forced any player to gimp a character. Its piss   poor GMing.
Title: Underwhelming Characters...
Post by: Kyle Aaron on April 04, 2007, 08:54:42 PM
Quote from: RedFoxSorry mate, but I think your whole little theory is so much bullshit.  It doesn't match up with my experience at all.  Most of the time, players will always make interesting characters, always make uninteresting characters, or a little of either.  
I think you're confusing "interesting to me" with "interesting to the group as a whole." If you talk about someone's character being interesting to you personally, that's a much narrower range of characters than if you talk about the group as a whole. A character doesn't have to be interesting to me, personally, so much as interesting to the group overall. This goes back to what I always say, that the GM is there for the interests of the group overall; each player is just for themselves, the GM is for everyone.

It might also be that you're judgmental than me, more prone to "that's crap!" or "that's awesome!", so that when you say this or that player always makes boring, or always makes interesting characters, well I'd have a different opinion, less extreme.  

Quote from: RedFoxThis just strikes me as a rather ham-handed, dickish way to get players to do what you want rather than just asking them to entertain you how you want.
I think you missed the part where I said,
Quote from: JimBobOzI don't force players to play anything. They ask me to GM, I ask what sort of campaign they'd like, and then I construct a campaign based on that. They begin reasonably weak, and if they need it or want it, I guide them through character generation so that they can specialise and be good at a few things, and so they can have an interesting character.
In other words, I talk to the players, there's this back-and-forth about how things will go. It's just that in asking players what they want, their choices are not infinite. I don't see asking players what they want in a campaign and then giving it to them is "ham-handed" and "dickish". That the choices are constrained somewhat is simply a practical measure so that the conversation goes soemwhere, instead of one player talking about Star Wars while another talks about Sin City and yet another about Hamlet.

So for example I'll offer to GM one of ten different systems, those ten being a range of different kinds of games, light, crunchy, combat-focused, character-focused, and so on. The players don't get to choose to have me GM any game in the world - just one of those ten. The choices are not infinite, they're in a certain range. As with systems, so with character power level. I offer a wide range, and they have to begin within that range. The possibilities are broad (different kinds of characters) rather than high (different power levels of characters).

I'm not oppressing my players. Relax. A GM who suggests a low-powered campaign is not necessarily out to get you.

"Gimping"? For fuck's sakes...
Title: Underwhelming Characters...
Post by: David R on April 04, 2007, 09:04:17 PM
IME players are more likely to think about their characters -personalities, histories, quirks etc- in low to no power levels as opposed to the cool powers in high powered games. Whether this translates to interesting characters....hard to say.

Generally IME when players think about their characters they generally think in terms of how they would roleplay the character. When it comes to high powered characters it's more tactical and strategic stuff. Now I'm not sayin' that this means that they role play better in low powered settings just that the razzle dazzle of cool powers sometimes gets in the way of the character stuff...and I'm not talking about just the players, I'm also including myself -the GM.

The GM has a lot of influence in the game. He/She sets the tone and if the players like it, they contirbute to the whole thing. If a GM is indifferent then the players will do whatever they want. Both can produce fun and exciting play but I think it's a mistake not to recognize the influence GMs have in this area.

Regards,
David R
Title: Underwhelming Characters...
Post by: Seanchai on April 04, 2007, 09:54:19 PM
Quote from: RedFoxSorry mate, but I think your whole little theory is so much bullshit.  It doesn't match up with my experience at all.  Most of the time, players will always make interesting characters, always make uninteresting characters, or a little of either.  And it's not related to their character's power level one whit.

That's pretty much been mine as well.

Seanchai
Title: Underwhelming Characters...
Post by: Thanatos02 on April 05, 2007, 12:07:35 AM
JimBob, you know, I'm sure you're not oppressing your players or anything. OTOH, if you're having trouble with people mistaking powers for personality, then that's an issue with the group and not really with the power level. Don't you specialize in that kind of thing?

...eh, I'm mostly kidding. I think 'low-powered' really depends on the game. I don't think we saw JimBob qualify what he intended low powered to be, but I'm pretty sure that he doesn't mean 'cripples'.
Title: Underwhelming Characters...
Post by: Kyle Aaron on April 05, 2007, 12:21:54 AM
It's just gamer (or human?) nature that if you have a list of k3w1 p0wrz to choose from, that's what you'll focus on. Doesn't mean someone's a bad roleplayer, or a munchkin.

No, I don't mean that PCs should be cripples. I specifically said that I was generous in play, letting them do ordinary human things without rolling.
Title: Underwhelming Characters...
Post by: Tyberious Funk on April 05, 2007, 01:29:33 AM
I've played in high powered games, such as epic level D&D, and also low powered games.  JimBob's GURPS games have characters start with 25CP, which any GURPS player will agree isn't very much at all.

Based on my experiences, I tend to prefer games to be at the lower end of the power scale, but I don't see any evidence that high-powered characters are any more or less interesting than low-powered ones.  Whatever the flaws of the epic level D&D campaign I played (and believe me, there were plenty), the characters were all pretty interesting.  And not necessarily because they were played by outstanding roleplayers either.
Title: Underwhelming Characters...
Post by: Kyle Aaron on April 05, 2007, 01:43:11 AM
Quote from: Tyberious FunkJimBob's GURPS games have characters start with 25CP, which any GURPS player will agree isn't very much at all.
It's more if you choose to have any Disadvantages at all :p
Title: Underwhelming Characters...
Post by: jhkim on April 05, 2007, 02:06:57 AM
Quote from: SpikeAt 300 BP's a shadowrun character will only have 15 'stat points' to distribute among 8 stats.  That means that he isn't even average (average being 3's in every stat... this guy get's all 3 except for that one 2). The 200 BP guy is even worse off. He only gets to be average in two of his eight stats.

Would you play in a D&D game where you had to roll 2d6 for all your stats?  that's not low powered, that's fucking gimped. Even if you gave the players the ability to move dice out of one stat into another, they are still going to be horribly wrecked.
I agree with other posters, in that in my experience, power level doesn't matter a whole lot as far as role-playing.  Superhero games can have great characterization, but so can average joe games.  

I don't see a problem with 2d6 stats in D&D.  In the last D&D game that I game-mastered, the PCs were almost all 1st level kobolds -- who had to live by their wits (or fail to live in many cases) to prevent invading adventurers from wiping out their people.  I think average stat was around 8 or 9, which is a bit higher than 7, but I can see doing a lower-power game.  

If this is a dominant trend, I've pretty thoroughly missed it.  Most games still seem to me to be firmly in the heroic to superheroic range.
Title: Underwhelming Characters...
Post by: Tyberious Funk on April 05, 2007, 02:12:27 AM
Quote from: jhkimI don't see a problem with 2d6 stats in D&D.  In the last D&D game that I game-mastered, the PCs were almost all 1st level kobolds -- who had to live by their wits (or fail to live in many cases) to prevent invading adventurers from wiping out their people.  I think average stat was around 8 or 9, which is a bit higher than 7, but I can see doing a lower-power game.  

It really depends on the environment.  Playing a group of kobolds with 2d6 stats in a kobold world is not so bad.  Playing a kobold with 2d6 stats in a human world might be a bit frustrating.  Playing a human with 2d6 stats in a human world is definitely frustrating.

QuoteIf this is a dominant trend, I've pretty thoroughly missed it.  Most games still seem to me to be firmly in the heroic to superheroic range.

I don't think it is a dominant trend.  I think it is definitely a trend, but a fairly isolated one.
Title: Underwhelming Characters...
Post by: howandwhy99 on April 05, 2007, 02:31:08 AM
Perhaps the GM is desiring a game with ingenuity through normal action rather than ingenuity through superpowers?  Perhaps it's a rebellion against splatbook bought rule-powers where ingenuity is sidelined for the next found "first person shooter gun"?
Title: Underwhelming Characters...
Post by: jhkim on April 05, 2007, 04:16:32 AM
Quote from: Tyberious FunkIt really depends on the environment.  Playing a group of kobolds with 2d6 stats in a kobold world is not so bad.  Playing a kobold with 2d6 stats in a human world might be a bit frustrating.  Playing a human with 2d6 stats in a human world is definitely frustrating.
I would sort of agree with that, though with some qualifiers.  

In the game I ran, the kobolds were primarily fighting humans and demi-humans rather than interacting with other kobolds.  Then again, it was a one-shot adventure rather than a continuing campaign.  

I do generally have something to make the PCs special within the scope of the game.  Still, that doesn't need to be stats.  For example, I ran an extended campaign where the PCs were kids in a mainly adult world, but each kid did have a magical ability.  And the kobolds were the proud defenders of their warren.
Title: Underwhelming Characters...
Post by: hgjs on April 05, 2007, 04:22:29 AM
Quote from: Tyberious FunkJimBob's GURPS games have characters start with 25CP, which any GURPS player will agree isn't very much at all.

Are you just speaking hypothetically using JimBobOz as an example of a certain type of GM, or this an actual example?  If so, then that's hilarious.  I think the guidelines suggest somewhere around that point value for a five-year-old-child -- what were you playing, kindergarteners?

:rotfl:
Title: Underwhelming Characters...
Post by: Erik Boielle on April 05, 2007, 07:05:32 AM
And we must note that JBOs recent game imploded when he wouldn't let them get away with anything fun...

I've played in to many games where the characters only option is to faun and bow and scrape to the NPCs - trying to negotiate from a position of weakness, attempting to wrangle concessions with no bargaining chips, to think that gimped PCs are fun.

I need something to work with, yknow.
Title: Underwhelming Characters...
Post by: Kyle Aaron on April 05, 2007, 08:47:27 AM
Quote from: Erik BoielleAnd we must note that JBOs recent game imploded when he wouldn't let them get away with anything fun...
:p That was Unknown Armies, not GURPS. And I let them get away with far more than the rules recommended!

The GURPS game Tyberious Funk refers to, the characters began as 15 year olds. The game's guidelines are that children, etc are 25 CP and less, and that "ordinary folk" are 25-50 CP total. They were on the cusp of childhood and adulthood. The game also recommends that they have no more than half their CP total as Disadvantages, but they were allowed to have up to 40 CP in Disadvantages, and 5 Quirks. So they had the option of at up to 70CP of Skills, Advantages and Attributes. Everyone maxed out on Disavantages and Quirks except for one player, who took almost none. In addition, about 5CP was awarded for having a character image, and some kind of backstory.

And as humble as they began, they advanced quickly, getting 3-7CP per weekly three hour session - this seems to be about twice the usual rate, asking around other GURPS GMs. Then every fourth session or so, the PCs would settle in some place, and some years would pass - they'd get another 10CP then. On top of that, they were able to spend CP as "Hero Points", buying themselves successes, avoiding horrible fates due to the dice, etc. So each player could decide how gritty or cinematic it would be for them.

All these things were discussed with the players before the first session, and were either their idea, or they agreed to it - though some were more or less happy with various details than others. The making of this campaign in consultation with the players is discussed here (http://www.gamecircle.org/modules/AMS/article.php?storyid=21).

"Low-powered" does not have to mean "bastard GM making them suffer horribly." In that campaign, the PCs achieved everything they set out to, though not always in the way they expected. They defeated all their enemies - some of them, multiple times - one became a Thane, another got a magic axe and slew a dragon, etc. The only PC death was when one PC slew another, as the other was trying to save the life of an NPC. The only PC maiming was when one player rolled a fumble - "spend Hero Point to avoid it?" "No" - and then rolled the result of striking themselves with their weapon -  "spend Hero Point to reroll?" "No" - and then rolled maximum damage - "spend Hero Point to reroll?" "No" - and cut their own arm off - "spend Hero Point to heal it to normal wound, not a crippling one?" "No". So that was essentially the player's choice to have that happen to their character.

Later each party member got a wish, and one of the other PCs wished the maimed character's arm back.

They worked pretty much as a team, and were intelligent and creative with their characters. So overall things went very well for them. The low power encouraged their creativity, and my openness to their input, and they to mine, meant they enjoyed themselves.  

Whereas with Unknown Armies, I began with a pre-written campaign, and said, "Does this look okay? Yes? Alright, let's do it." Obviously that worked badly for us. So I learned my lesson - the best campaigns for me are those I develop in direct consultation with the players. This has been hard to do recently, since the players don't have strong ideas about what they'd like. But still it's working okay. Better than stupid UA, anyway!
Title: Underwhelming Characters...
Post by: Erik Boielle on April 05, 2007, 06:05:03 PM
Quote from: JimBobOz"Low-powered" does not have to mean "bastard GM making them suffer horribly."

Well no, but it is very easy to end up with players feeling so outclassed they just can't see a way to do anything.

I've wasted to much time in games hiding out from the plot because its to damn dangerous to get involved with, and even if I did I wouldn't have the skills or resources to make an impact. Better to phone the cops and let them sort it out.

Silly. Better to play the cops who get phoned - it's their job, and they have the tools and the talent to sort it out.

That and I'm an un-reconstructed gamer - I get my stories from computer games and anime, so I need a spot of respect from the NPCs to play the plots I like.
Title: Underwhelming Characters...
Post by: David R on April 05, 2007, 06:32:09 PM
Quote from: JimBobOzBetter than stupid UA, anyway!

It ain't the game JimBob :grumpy:

Regards,
David R
Title: Underwhelming Characters...
Post by: Spike on April 05, 2007, 06:47:54 PM
I know in third edition GURPS 25 CP's was for the average NPC wandering around, so that game could have felt like playing 0 level peasants in D&D. Obviously everyone had fun, so that's not an issue.

And in reality, for GURPS, a low point total isn't much of an issue, where you start with a baseline of competence. Everyone starts with average abilities.  The reoccuring comments that drove me to my rant were in Shadowrun, where you buy up from the absolute minimum.  With inadequate points even average stats are impossible.


And it's never been about the fact that I, or anyone, demands 'high powered play'.  I ran a Brave New World game when it was still reasonably popular. No one minded that their 'super powers' were often weak even compared to average technology, and compared to even a low powered comic book character they barely even registered. No body minded because the characters could still be competent in other areas.

As for boring characters making the game boring for everyone... you must play a lot different than I do, Jimbo.  My games tend to include a shitload of banter that has nothing to do with the game, and party jokes that occasionaly turn into in game behaviors.  The PLAYERS personalities are much more important than their supposed character personalities. Would I like a little more 'in character focus'? Certainly, but I wouldn't say we aren't having a blast playing.  Hell, my players could be playing Azathoth, Cthulu and Hastur and we'd probably be having the same amount of fun.... Now doesn't that sound like a campaign idea!!!:p
Title: Underwhelming Characters...
Post by: Gabriel on April 05, 2007, 09:23:10 PM
Oh, I've definitely met GMs who run games in the "Gimpy" style.  I've met one who ran Marvel Super Heroes and didn't want anyone to have any stats higher than Excellent while simultaneously wanting to throw heavy hitter badguys against the PCs.  I joined a Robotech group once only to find out that the GM didn't want to let the players have mecha because "they're too powerful."  Instead, everyone traveled in a jeep, even Veritech and Destroid pilots. I also imagine every D&D GM I've ever met who runs the infamous "you're naked in a 10x10x10 cell" also fits into the mold.

Some don't want the PCs to be more powerful than the NPCs.  Others want to run slaughterfest adventures.  Some just don't have a clue.  There are only two common elements.  The first one is a desire to control the players' power.  They don't want the PCs to be able to do anything of significance.  They want the world to manipulate the PCs, not the other way around.  All of them are more or less heavy railroaders.  The other common thread is that Gimpy GMs aren't worth wasting time with.
Title: Underwhelming Characters...
Post by: Kyle Aaron on April 05, 2007, 10:31:40 PM
Quote from: Erik BoielleWell no, but it is very easy to end up with players feeling so outclassed they just can't see a way to do anything.

I've wasted to much time in games hiding out from the plot because its to damn dangerous to get involved with, and even if I did I wouldn't have the skills or resources to make an impact.
I'd say this is a "my GM is a dork" problem, not to do specifically with the game's being low-powered or high-powered.

I mean, you could be 1st level schmucks in D&D, and have the GM throw heaps of bugbears and trolls at you, and you'd be toast. Or you could be 10th level heroes, and have the GM send Asmodeus, Jubilex, and Tiamat at you. If the GM wants to overpower the PCs, they can, doesn't matter how powerful or wussy the PCs are. And that's a dorky thing to do. It's boring. The GM may as well go back to the good old, "rocks fall - you die!" Wow, what fun.

It's also a matter of assumptions about the game world - what's the power level curve look like? Are there a shitload of 1st level schmucks running around, and then a few 15th level god-level types who rule? Can a young adventurer be clawed to death in one round by an angry pussycat, while an experienced adventurer can leap off a thousand-foot cliff, confident that they'll survive the fall? In that sort of system, yeah, power levels matter a lot. Being weak sucks.

But if you've a system where power levels are somewhat like the real world, people can't jump off cliffs confident of survival no matter how experienced they are, and the most powerful people are those who've got connections, well then being low-powered isn't so dreadful.

So when people are talking about being low-powered and the GM stomping on them, I think what they've got in their mind is this assumption of some D&D-type system, where low-leveled characters are hopeless, and high-level characters can only be killed by other high-level characters - there's a big power differential.

If you've a system where there's not that big power differential, it's a different thing.
Title: Underwhelming Characters...
Post by: mrlost on April 06, 2007, 12:44:44 AM
Quote from: O'BorgI suppose if forces people to play a character rather than a set of cool abilities inhabiting a bodyshell.
I don't think anything can force someone to play a character except perhaps a gun to the head or a cleverly built death trap.;)

Some people game for the roleplaying others are more casual, and still others gaming for the omg kewl powers. I personally game for a combination of the twinkery and the roleplaying keeps sucking me in.

If someone suggested an invalid game that was more than a oneshot, I'd casually say I'm not interested but tell me how it goes. Same as I'd do for high fantasy super erotic games. It might be fun for a one shot comedy game, I've run a AFMBE Senior citizen game where many of the characters were practically invalids, it ran like Bubba Hotep on steroids. But I couldn't imagine a campaign of it.

I find it more fun to have underwhelming NPCs that the PCs can run roughshod over willy nilly.
Title: Underwhelming Characters...
Post by: RedFox on April 06, 2007, 05:47:23 AM
Quote from: mrlostI find it more fun to have underwhelming NPCs that the PCs can run roughshod over willy nilly.

Heh, you're so bi-polar.  On the one hand you like to give us mooks to beat up, on the other hand horror is your favorite genre and you like to put us in FUSU situations.  :p
Title: Underwhelming Characters...
Post by: mrlost on April 06, 2007, 05:32:10 PM
Quote from: RedFoxHeh, you're so bi-polar.  On the one hand you like to give us mooks to beat up, on the other hand horror is your favorite genre and you like to put us in FUSU situations.  :p

Yep I give you mooks to beat up and make you look awesome when I'm not running a suspense filled horror game. When I am, you get the opposite. Its taken me awhile but I've come to a solid position my tastes.