Welp, I’m agreeing with pretty much everything everyone has said since my last post.
It seems to me like one of the big things we’re all agreeing on is that abilities that affect other people are good, and resistances to those abilities are good, because they make the game more interesting, it’s just that neither should be too strong, either in terms of effect and/or amount of times they can be used before more resources must be spent to re-acquire usage of them. I think I personally prefer the former, e.g. [quote=“Viperion”]… - Alex uses a Charm effect on Brook, which would result in Brook revealing a secret. Brook has an ability which negates Charm which has a limited number of uses.
- Alex uses a Charm effect on Brook, which would result in Brook revealing a secret. Brook has an ability which could possibly negate the Charm (with some kind of test/contest) …[/quote]Both of those have comparative advantages and disadvantages, which in my mind basically boil down to the first option being really useful when one has the chance to prepare and anticipate, while the second is far better as a general ‘any-time’ protection, as some protection is much better than none. The second also arguably has the advantage from a design perspective in that it makes the game more unpredictable for the players and will give rise to a more ‘emergent’ game (for lack of a better description), as there’s always a chance of the usage of abilities going either way.
Personally I’d say that there is a place for significant abilities that significantly rob the target of agency in a game, but perhaps really only as ones in the hands of the GMs, or trusted and experienced crew who have been given clear and detailed briefings. Characters like Quendon in Teonn jump to mind for me with this. I suppose you could say that what I’m suggesting is that abilities with severe effects, or which are utterly irresistible, have a place in a game, but only in the hands of those participants who can be trusted to only use them in ways that enhance the game. Which sounds rather elitist and snobby when you think about it, and thus I think a good reason for them to be GM only, as it gives a clear and logical basis for defining who those chosen ones may be.
[quote=“Walter Hamer”]How do people feel about rules like mute? Has anyone found it ok to have cast on them during a heated debate? Or had a problem with it?[/quote]I think I’ve only had it used on me once, and only witnessed it used one other time, and in the end both of those were fairly inconsequential, so I can’t really say from experience. I would have thought however that if it were used in a social situation to silence someone from taking part in a debate or the like, it’s usage would surely draw negative consequences stemming from good roleplaying.