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DFRPG / Conflict with Campaign Style
« on: July 07, 2010, 06:51:19 PM »
This is a campaign/rules/style conflict.
My take on the game is that it includes everything we've seen; but that there's a lot of room for expansion. (i.e. Harry hasn't seen everything in the supernatural world...or the real world, for that matter).
One of the players (who's been thinking about being a co-GM) is big on Rules As Written and doesn't want anything in the campaign that's not in the books.
The big sticking point is psychic powers. One player wants to run a psychic with powers not listed in the game book. The possible GM/player is very much against this.
The power in real question is telepathy, a standard psychic (if not seen in the Dresdenverse) power. With proper limitations, I felt that it wouldn't unbalance the game, nor ruin the adventures I had vaguely in mind. He feels very much otherwise.
Primarily, I see the Fate system as allowing a lot of cool things for the players; of me saying Yes as much as possible when a player wants something (and explaining why the game will be better for the group when I say No when that's required). Am I reading something that isn't there?
My take on the game is that it includes everything we've seen; but that there's a lot of room for expansion. (i.e. Harry hasn't seen everything in the supernatural world...or the real world, for that matter).
One of the players (who's been thinking about being a co-GM) is big on Rules As Written and doesn't want anything in the campaign that's not in the books.
The big sticking point is psychic powers. One player wants to run a psychic with powers not listed in the game book. The possible GM/player is very much against this.
The power in real question is telepathy, a standard psychic (if not seen in the Dresdenverse) power. With proper limitations, I felt that it wouldn't unbalance the game, nor ruin the adventures I had vaguely in mind. He feels very much otherwise.
Primarily, I see the Fate system as allowing a lot of cool things for the players; of me saying Yes as much as possible when a player wants something (and explaining why the game will be better for the group when I say No when that's required). Am I reading something that isn't there?