View Single Post
 
Old 06-26-2006, 09:34 PM
TonyLB's Avatar
TonyLB TonyLB is offline
Wanna-be Super
 
Join Date: Nov 2004
Location: Alexandria, VA
Posts: 3,435
Re: [RPG]: Capes, reviewed by Praetorian (4/4)

Quote:
Originally Posted by WillyPete
IF you have some 'magical' way of making it work, that doesn't just boil down to "Try it, and keep your fingers crossed!", then, okay, but my original point stands...
I don't see how it can work, nor does any example mentioned so far give me much faith or confidence that your set of rules does anything but create more problems than it solves!
Okay. You don't see how it works. 'course, my sense is that you don't have the rules and haven't played the game, so that's not all that surprising. But reassure me ... you have at least viewed the flash demo and read the Capes Lite ruleset, right? Because otherwise we won't have much of a foundation upon which to discuss things.

Quote:
Originally Posted by WillyPete
Now, if you've discovered a way to change Human Nature, that might be interesting!
Wouldn't it just?

Quote:
Originally Posted by WillyPete
So, what else, if anything, have you got?
Hey, I still stand by Story Tokens (in context) as doing the trick. Your whole "Rape me to rape you" example is a straw-man, whether you know it or not.

What Story Tokens do is to provide a reward that can only be sought through the classic two-step that GMs undertake each time they throw up some adversity:
  • Make a player care, deep down, about beating you and then
  • Give that player a sporting chance to beat you, and accept defeat if it comes.
You seem to object to losing on principle, because it's going to compromise your vision of at least one of the characters you're playing. But that's pretty much par for the course in GMing, isn't it? If you were a GM in any other game (okay, except Paranoia, My Life with Master and kill puppies for satan) you would know that some of your NPCs are probably going to get chewed to mulch in order to satisfy the desire of the players to be victorious. You'd accept that as the cost of running the game. If you didn't, you'd be soundly lambasted for dominating the players with your untouchable cast of GMPCs.

So, same deal here: If you're all going to share the role of the GM then people had better do the important things that the GM does for the game. Somebody had better be giving players a chance to shine in the places they care about ... to rescue the hostages, kiss the girl, astonish a grateful nation, etc., etc.

Now you can get people to do that one of two ways. One way is to say "You have to do this. It's your responsibility, whether it gets you anything or not." It's the classic selfless-GM syndrome, which I'm not real fond of. The other way is to say "Hey, you don't have to do this, but if you do then you get candy (or sex, or Story Tokens, or whatever incentive applies)." That's the approach that Capes takes, and it works wonders.
__________________
Superhero roleplaying with heart: Capes!
Founding Member: Cabal of the Big Agenda
Show your gaming love: Go-Play Keychains
Reply With Quote