From: | TopCat <topcat@***.NET> |
---|---|
Subject: | Re: Saving the Team by Self-Sacrifice |
Date: | Thu, 17 Jul 1997 15:32:42 -0500 |
>In a message dated 97-07-16 19:18:44 EDT, topcat@***.NET (TopCat) writes:
>>>And when you and your team gets into a bind and you try to save the team
>>>by self-sacrifice your GM wimps out and lets you live?
>>I wouldn't allow the character in the campaign in the first place. Design
>>the campaign, then design characters to fit it. Assuming I did let the
>>character in, I'd let him die. In fact, I'd strive to kill him. Cruel?
>>Perhaps, but he wanted the spotlight...
>Not to start an argument here, but what if said player didn't want to steal
>the spotlight? Sometimes, as you yourself has indicated, "Power" is a
>decision. Deciding to play it comes with a lot of responsibilities, for all
>those involved in the particular game.
As I mentioned in the first line, I wouldn't allow the character to play
anyway. I've got a current situation where one player wants to use a "Speed
Elf" character (23+3D6 intitiative) in a low-mid powered campaign and I'm
not going to allow it.
Power is always a decision. You don't accidentally take a PAC, you take it
because it is powerful. Deciding to play a powerful character does, indeed,
come with responsibilities (and I take each of those very seriously, though
many of the players of such characters do not), but there is also the
responsibility to play the game as a group and within the bounds of a given
campaign. If you let a superpowered character into a group of low-powered
types, it'll ruin the game for all involved. I choose never to let that
situation occur. Saves me a lot of trouble.
--
Bob Ooton
topcat@***.net