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Message no. 1
From: Frank Pelletier (Trinity) fpelletier@******.usherb.ca
Subject: "Re: [Karma] Rich in Fate, Poor in Marvel
Date: Wed, 14 Apr 1999 12:08:00 -0400
Barbie LeVile once wrote,

(snipped)

> And this level of identification with a character is hard to have with
> new ones, for me at least I get realy into the char after maybe 100
> karma are down the river, very seldom right at the start. it needs time
> to figure a char out by yourself as player, to know how she will react
> in a given sit, to have a developt personality.

Ack. I don't find that's the case at all. At best, if you can't develop a
personality before you start playing, all your characters end up like you.
That's the whole point of roleplaying. Thinking, acting, living in a way
that you couldn't or wouldn't in real life, letting it go loose for 3-4
hours. I always type up 5-10 pages of background before starting a
character, because 1) I enjoy writing and 2) I think they're the most
complete characters when they have definite personalities before they start.


> One of the things I enjoyed most with her was playing her (planed) death
> and rebirth.
> I was crying, laughing sweeting with her, I realy enjoyed my time.
> And that is the most importend fact in playing.

Hey... I did the death/rebirth thing with Haze. Once. Then when he
finally died, people asked "Is he really dead? He's coming back." Never.
It actually crossed my mind, for a brief moment. You always hate it when
long-time characters buy the farm. But then I read this email from PlotD,
and I quote:

"On the contrary, actually, I'll have a lot more respect for Frank and his
character Haze if Haze does stay on the other side of the great beyond.
Haze has already cheated Death once, twice and you start hearing echoes of
that infamous phrase "Dead as a Marvel mutant." "

And that's exactly right.

> Do you enjoy it? if the answer is yes then is there no need to retire,
> put away or give a char a final deathblow. the point is to play out the
> live of someone who you created, the development, the changes this
> 'person' goes through.

See? That's the problem with immortal characters. Not the players, but
the characters themselves. I ask to players like you Barb, and K with
Padre, doesn't it seem like you've done everything? Your characters are
probably rich beyond belief, have the craziest stats/gear/magic (and I know,
since I have Barb's character sheet right here :) ), probably kicked most
major players ass, probably laughed in the face of death a couple dozen
times. Isn't there a line you cross, a time you say to yourself "That's
enough?". Even if the character has a developped history, personality and
relationship with the game world, you start hearing that dreaded "munchkin"
chant.

Retiring doesn't mean death. Retiring can mean exactly that, retiring. A
remote island somewhere, anything. But I think that after a while, the
"this character is interesting" angle fades away, and like it or not, the
main motivation is "How can I acquire more power?"... and that's a munchkin.

> and if you wonder why she died and was rebirthed, well it was mainly
> done to reduce her power and make her comform with the campagin rules,
> after all she came from a highpower, anime styled game into a more
> sinister horror based campagin, she could had whiped the floor with all
> other 19 PCs in a turn without breaking a sweat, was this a prob while
> playing?

Hmm. That last statement there was really the problem. "Don't worry about
her, even though she could kill you all within 3 second." You may not play
her like it, but damn, it did cross my mind when I played with you.

There's a limit somewhere, where players, not characters will refuse to play
with someone because of that "power" gap they can't possibly fill. Barb,
even yourself, you've been told to trim down your characters just to get
into games. And you did, and I applaud you for it. But why did they ask
you that? Can I tell you, truthfully, that I would have enjoyed playing
with a character who could finish the run all by him/herself?

Nope

> Don't get afraid or pissy when a char is more powerfull then yours in
> agame, even if one or two chars in a game are way more powerfull then
> the rest, a good GM should have no prob dealing with that, you create
> most of the time more problems with bitching and pissyness about this
> then actualy would happen in the game itself. if you go pissy only
> because of Ic reasons thats fine and fully justified.

And you get your head torn off. Not a good idea. And you do runs with
them. And you can't even fire a shot because they're all casting
MegaHellblast at 48 ini. Explain to me how that is somehow "fun".

Trinity
---------------------------------------------
Frank Pelletier
fpelletier@******.usherb.ca

"Let them hate me, provided they fear me" - Atreus

Trinity on the Undernet and EFNet
Message no. 2
From: Kelson kelson13@***********.com
Subject: "Re: [Karma] Rich in Fate, Poor in Marvel
Date: Wed, 14 Apr 1999 08:35:05 -0800
On Wed, 14 Apr 1999 12:08:00 Frank Pelletier (Trinity) wrote:

>Ack. I don't find that's the case at all. At best, if you can't develop a
>personality before you start playing, all your characters end up like you.
>That's the whole point of roleplaying. Thinking, acting, living in a way
>that you couldn't or wouldn't in real life, letting it go loose for 3-4
>hours. I always type up 5-10 pages of background before starting a
>character, because 1) I enjoy writing and 2) I think they're the most
>complete characters when they have definite personalities before they start.

I'm sooooo glad someone mentioned this (I'm not as nice about it as Trinity was). ;) As
a GM I require players to write up brief backgrounds and answer lots of questions prior to
even putting any numbers on paper. Then, once the numbers are done, I make them write
more complete backrounds and answer any questions that couldn't be done before the numbers
were put down. Then (and only then) it's time to actually start playing.

This does 2 very good things: First, it develops characters prior to gameplay which helps
avoid the "I'm roleplaying myself in different clothes" syndrome that during
game personality creation generates. Second, it weeds out the players who don't want to
put any work into creating a character. After all, they want me to put gobs of work into
creating a solid enjoyable game world (including all those interesting NPCs). If they
can't put some effort into the game then I'd rather spend my time doing something else.

As a player, I never had a problem with coming up with thorough backgrounds for my
characters. I actually enjoyed exploring their personalities and fleshing them out a bit
before the game. Once in the game, I would sometimes modify minor things, but that's it.
The only problem with this was putting lots of work into a character that never got played
(or got very little game time). But then they could be saved for later, so it's not
really a big loss.

<Snip>

>Trinity

Justin


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Message no. 3
From: Ereskanti@***.com Ereskanti@***.com
Subject: "Re: [Karma] Rich in Fate, Poor in Marvel
Date: Wed, 14 Apr 1999 14:29:07 EDT
In a message dated 4/14/99 11:15:06 AM US Eastern Standard Time,
fpelletier@******.usherb.ca writes:

> > One of the things I enjoyed most with her was playing her (planed) death
> > and rebirth.
> > I was crying, laughing sweeting with her, I realy enjoyed my time.
> > And that is the most importend fact in playing.
>
> Hey... I did the death/rebirth thing with Haze. Once. Then when he
> finally died, people asked "Is he really dead? He's coming back."
Never.
> It actually crossed my mind, for a brief moment. You always hate it when
> long-time characters buy the farm. But then I read this email from PlotD,
> and I quote:
>
> "On the contrary, actually, I'll have a lot more respect for Frank and his
> character Haze if Haze does stay on the other side of the great beyond.
> Haze has already cheated Death once, twice and you start hearing echoes of
> that infamous phrase "Dead as a Marvel mutant." "

Hmm...I hadn't heard that phrase before...at least, not that I recall.

> And that's exactly right.

To some players, yes, that is very right.

> > Do you enjoy it? if the answer is yes then is there no need to retire,
> > put away or give a char a final deathblow. the point is to play out the
> > live of someone who you created, the development, the changes this
> > 'person' goes through.
>
> See? That's the problem with immortal characters. Not the players, but
> the characters themselves. I ask to players like you Barb, and K with
> Padre, doesn't it seem like you've done everything? Your characters are
> probably rich beyond belief, have the craziest stats/gear/magic (and I
know,
> since I have Barb's character sheet right here :) ), probably kicked most
> major players ass, probably laughed in the face of death a couple dozen
> times. Isn't there a line you cross, a time you say to yourself "That's
> enough?". Even if the character has a developped history, personality and
> relationship with the game world, you start hearing that dreaded
"munchkin"
> chant.

Rich beyond belief? No, I can believe a lot (laugh, that was a JOKE!).
Craziest stats? No, I've seen worse in lots of places (Gencon comes to mind
actually). Gear...yeah, the gear can be looked at as "impressive" by some
players I'm certain. Magic...well, he's a mage, so there is magic.

> Retiring doesn't mean death. Retiring can mean exactly that, retiring. A
> remote island somewhere, anything. But I think that after a while, the
> "this character is interesting" angle fades away, and like it or not, the
> main motivation is "How can I acquire more power?"... and that's a
munchkin.

IF that angle fades away, then yes, you probably do become a "munchkin" type.
I would like to think however that I can overcome that to some extents. I
admit, not everyone can do this, but it can be done, and is done frequently
enough.

> > and if you wonder why she died and was rebirthed, well it was mainly
> > done to reduce her power and make her comform with the campagin rules,
> > after all she came from a highpower, anime styled game into a more
> > sinister horror based campagin, she could had whiped the floor with all
> > other 19 PCs in a turn without breaking a sweat, was this a prob while
> > playing?
>
> Hmm. That last statement there was really the problem. "Don't worry about
> her, even though she could kill you all within 3 second." You may not
play
> her like it, but damn, it did cross my mind when I played with you.

Actually, I have to agree with Frank here. Barbie does have that way/feel to
her at times, as do many other characters (we have a Mercenary who's aquired
this rep from the others players currently, even though he's never actually
killed anyone, it has come across this way). Again, this is entirely in the
roleplay *AND* the perceptions of those that are played with (damn, with
regards to Barbie, that sure sounds bad... ;-)

> There's a limit somewhere, where players, not characters will refuse to
play
> with someone because of that "power" gap they can't possibly fill. Barb,
> even yourself, you've been told to trim down your characters just to get
> into games. And you did, and I applaud you for it. But why did they ask
> you that? Can I tell you, truthfully, that I would have enjoyed playing
> with a character who could finish the run all by him/herself?

Frank, can I ask you if you could have tried?

> Nope

I wonder if this is the answer that question?

> > Don't get afraid or pissy when a char is more powerfull then yours in
> > agame, even if one or two chars in a game are way more powerfull then
> > the rest, a good GM should have no prob dealing with that, you create
> > most of the time more problems with bitching and pissyness about this
> > then actualy would happen in the game itself. if you go pissy only
> > because of Ic reasons thats fine and fully justified.

THAT depends entirely upon the atmosphere of the game IMO. If Padre' gets
"pissy" with someone, he's not likely to go off and kill the character/target
in question. That's simply not his style (ignoring the senator NPC
recently). If Barbie gets "pissy" with someone, then yeah, LOTS of PC's she
run with are likely to seek shelter just in case. Do some people in the
games here "fear" Padre'? Yeah, I suppose they might. Some of that fear may
be justifiable even (again, all things vary). But most of the other players
know that Padre' isn't someone to "go off" like that. At least, not very
often (hey, after 8 years or so, there *always* going to be a moment or three
;-).

> And you get your head torn off. Not a good idea. And you do runs with
> them. And you can't even fire a shot because they're all casting
> MegaHellblast at 48 ini. Explain to me how that is somehow "fun".

I wanna see this!!! No, seriously, I do. We've been discovering that
"force" or "speed" are not necessarily the end-all of things. I am SO
GLAD
that the group has been discovering this too. Sure, we have a couple of
speed freaks (the highest average init is now a 35 IIRC). The highest skill
in the group is Padre's enchanting (which mercifully is not something to fit
in many situations...but it DOES help us to get some good gear for the group
on occasion).

Again, I actually kind of agree with much of what Frank has said. But, I can
also see Barbie's POV as well, just because I do like to see everyone flush
out their characters to a really neato "level of development."

-K

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