Quote:
Originally Posted by Nightshade
I actually mostly disagree here. Things occur in the comics that are not well served in games, and one of those is having characters with vastly different levels of power, especially combat power. You can do that in a comic for the same reason you can do it most non-game media; the characters aren't being played by individual players, can as such can be underutilized and jerked around by the writers and editors at will. Do that in a game and generally bad things result.
This isn't really any different than problems with literalist transcription of situations from most non-game media; the discrepencies are just more obvious because of the power levels involved.
|
I'm not surprised at your stance. Basically it is the same argument as the one over Mages potentially overshadowing warriors.
I'll still say that the problem is more stylistic than system. The reason why there is a problem is because many systems and GMs run a combat oriented style of play, so any combat advantage will "unbalance" the campaign. The classic expample would be D&D, where everything is set up around the level of the characters. Toss in a 10th level PC with a 5th level D&D group and there goes the campaign.
But, if you use a differernt apporach, and make the non-combat skills as useful, fun and interesting as combat, the problem disappears. One thing that is nice about SotC is that each skill is useful and has stunts that make them as powerful as a high weapon skill. In SotC, Batman COULD intimadate the man of Steel, trick him, or come up with a gadget that could level the playing field (Kyrptonite gas greandes?).
Using my example, Batman has skills and abilities that allow him to do things that Superman can't. So a good GM would write an adventure that has things that require Batman to use those abilities. One example would be if some sort of virus was released. Superman might be immune, but that won't help Lois, Jimmy, or anyone else. So in that situation Batman could work on finding a cure to the virus, making his chemistry skills important.
One thing that most RPGs do is that they put tons and tons of detail into combat, while glossing over most other actions with a single "success/fail" skill roll. A fight with a thug could take a few minutes, have lots of give & take as the characters punch, kick, dodge, duck, and grapple. On the other hand, scaling a 30 story building usually means-make a climb roll.
The trick to making non-combat actions interesting is to give them the same sort of staged success and detail that combat gets. This can be handled in a few ways, for instance breaking down a task into multiple rolls. Then add in benefits from accomplishing various parts of the task.
I used to love RQ becuase you could run mixed groups. You could have a girzzled old veteran fighting alongside a novice. Becuase the game wasn't all about the fighting, there were a lot of things you could do that you can't in D&D. The inherient lethality of the game meant that a GM didn't have to pump up the monsters just to keep the veteran challenged.
SO it really is a lot about playing style.