The Storyteller, Role-man, and Game Mechanic Papers, Issue 4

The Storyteller, Role-man, and Game Mechanic Papers are an attempt to provide a forum for presenting opinions on detailed subjects. This forum is unique in that because participants are limited to one "brief" with no opportunity for rebuttal, there are no simultaneous discussions, flames, and "quote bites" which tend to be distracting.

The role of these papers builds on an analogy of the judicial court system. Game Masters have always been the judge when it comes to their games, and they are the ones who will rule on the material presented. The jurisdiction of a Game Master is, of course, limited to the extent of his game. The role of the lawyers is played by those who submit briefs. Briefs are written to meet certain specifications including size and appearance. Hopefully the issues presented in the briefs will help Game Masters make more informed decisions in their games.

Suggestions for improving the utility of these documents are welcomed. Also, anyone interested in writing briefs for future topics should send electronic mail to ZZTong@aol.com. At this time, this project is only open to AOL members. Full Internet participation will start within the next few months. Distribution of this file will take place via the World Wide Web thanks to Amy Crittenden. (http://www.intercom.net/user/theala/hero.html)

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Presenting Briefs for this topic are: Bob Mohney, Derek2323, GregLloyd, J Crocker, and ZZTong. (Briefs are presented in a random order.)

"Normal Characteristic Maxima"

STORYTELLER

While Superheroic games generally avoid Normal CHA maxima, they are useful as
benchmarks when comparing characters, and can actually facilitate role-playing if used creatively. Any Superhero with normal Characteristics Max is by definition a normal person fighting along side extraordinary beings; their heroics take on added drama, because they must survive on thier wits, skills, or inventiveness alone, which can add an interesting new dimension to standard superheroics. Another interesting use of Maxima is to indicate when a character ceases to be 'human.' Paranormal detectors may be set off by anyone who has over these values, making what was an asset a liability, and an otherwise 'Normal' character suddenly very useful. In darker or more realistic games, GMs may use a variation of Maxima: do not incur a 'point ceiling' as usual; instaed require any character purchsing abilities above them to buy Distinctive Features, Physical Limitations, or Psych Lims reflecting thier augmented physiologies, i.e.: STR of 30 requires rewired muscles or a freakish physique (Dist Feat), PD of 15 deadens sense of touch (Phys Lim), etc. This will drive home their seperation from the rest of humanity...

STORYTELLER

In theory, Disadvantages provide the character with "extra" points they can use to increase their abilities beyond the point allowed by their base points. In practice, characters are built to a point total that's meant to include base and Disadvantage points, and enough Disadvantages are defined to balance the point totals. That being the case, Normal Characteristic Maxima violates the Basic Law of Disadvantages (A Disadvantage that isn't a Disadvantage isn't worth any points.) Why? Because if the finished character had many Characteristics above the maxima already, most players wouldn't choose this Disadvantage. If the character doesn't have Characteristics above the maxima, then Normal Characteristic Maxima is meaningless. All these number-crunching issues make it harder to disallow other non-disadvantageous Disadvantages while still appearing consistent in the eyes of my players. Normal Characteristic Maxima also adds nothing to the depth of the character that I can use in my stories. Even Age can be applied in the context of telling a story. Normal Characteristic Maxima's effect is only seen in the abstract world of the character sheet; it has no tangible effect on the character in the world in which they live.

ROLE-MAN

Character conceptions within the norm of Human capabilies do not need the "Normal Characteristic Maximum" disadvantage in order to be implemented. Unlike other Disadvantages such as Secret ID or Vulnerability, the presence of this Disadvantage has no impact on the way the character is played. In fact, the only impact this disadvantage has is on how the character is built and how experience points are spent. This Disadvantage adds nothing to the game.

Games where the GM mandates all characters will be built under the "Normal Characteristic Maximum" rules are a different matter. In this case, the GM is using this rule to discourage (but not prevent) character conceptions with higher Characteristics for genre related reasons.

ROLE-MAN

Player: ... so all of Jim s abilities come from years of training.
GM: Other than that he s just a normal, right?
Player: Right.
GM: Okay, he looks good, but since he is a normal take NCM.
Player: Why?
GM: It s in character. He s a normal, so he ought to take NCM.
Player: But I ve already got a one phase activation on his chi powers, including his extra DEX, SPEED and CON. Why do I have to take NCM as well?
GM: Because he s a normal and normals have certain maximum characteristics.
Player: But with his chi powers activated his DEX, SPEED, and CON alone are all over the NCMs. I only have so many points to spend on this concept.
GM: Points really are not the issue...
Player: That s right, penalizing my concept is. Look, if I ran Jim the Star Spangled hero who s powers come from an experiment, or Mutie Jim, either of whom had the same design, I wouldn t have to take NCM, right?
GM: No, there not normals.
Player: Then the only case it applies is when I try and play characters who are normal humans.
GM: Right.
Player: Okay, so if I play a normal, I get penalized. My costs will be higher. Worse yet, if I want to buy it off, I have to change him from a normal human into something else. I like the thought of a normal developing powers accessible to all humans. Why discourage people from playing normals in your campaign?

GAME MECHANIC

Normal Human Maxima (NHM), and the related Age and Racial Package Disadvantages, are failures at the superheroic level. Characters should be designed based on concepts. Concepts do not cost points, only specific mechanical alterations from the Hero baseline alter costs. Being a "normal human," just like being an elf, is a special effect. Being elvan is not worth points-- odd-appearing (Distinctive Features) elves pursued by orcs (Hunted) are worth points because their defining aspects are disadvantageous. The defining aspect of a normal human is not disadvantageous.

(The paradigm that NHM penalizes characters because they are forced to pay double for abnormal Characteristics, Running and Swimming is patently false. To reap twenty points "worth" of Disadvantage, the character must have exactly twenty points spent raising his abilities above the norm. Anything else obviates the point value of the Disadvantage. If the character does spend the over-human twenty, he nets a zero-point change and might as well not bothered to take the Disadvantage.)

At the heroic level, NHM is enforced across the board, and its fairness is automatic (since any benefits or penalties are applied equally to all characters); Age and Racial Bonuses still suffer the failings of NHM.

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Amy G. Crittenden aka Theala Sildorian <theala@shore.intercom.net. >
Created March 10, 1996