Still reading though all this. My main question is scaling powers, if someone “Unleashes their power” is there any difference mechanically if they were doing something small “Use my telekinetic to bring a tugboat to the docks” vs something large “Use my telekinetic to bring a cruise liner to the docks” Is the system designed to ignore that? or as GM do I switch the scale so rather then 7-9 it is 9-11 for marking a condition.
Still reading though all this.
Still reading though all this.
Normally I wouldn’t change the odds of the role, I’d have a discussion about the scope of characters power at the beginning of the campaign.
Maybe change the scale of the MC asks / Hard-Moves that result if you get less than a 10+
There’s a lot of room for the MC to give a sense of risk proportionate to challenge, without actually tinkering in the die-mechanics.
Also..its less a matter of the difficult of the roll..and more a side effect of the difficulty of failure…The side effects of failing to bring a tugboat to dock is different than trying to save an entire cruiseliner (or oil freighter).
Yeah, avoid changing the odds. Focus instead on scale of repercussions to represent controlled versus risky situations. The mechanics don’t address this, per se, so it’s a GM thing. Consider timeliness, precision, strain, distraction, and similar when trying to determine potential fallout from missed rolls. Beyond that, follow the fiction and focus on natural ramifications of their actions beyond the dice rolls. For example, depending on the style of your game, telekinetically lifting a cruise liner out of the ocean might — at best — leave you with a ship that is falling to pieces under its own weight
Thanks, I have players who like to push things and use lots of Karma from Marvel Superhero Game
My advice: Let them try lifting the ocean liner. Success or fail, either way people are going to start labelling them as dangerous.
I concur: consequences are the place to push those differences.
Thanks for all the advice, I am trying to start that approach. Also if they try and do something way to powerful (aka I can freeze water, so i am going to freeze the Atlantic Ocean) I need to say either no, yes, but it is only a small area.
Something that hasn’t been mentioned, but that I personally do, is to not even require rolls for basic-usage, low-conflict rolls. If it’s something simple (relative to character power), and the consequences of failure are minor and/or just not interesting, then they can just narrate it – no roll needed.