Quote:
Originally Posted by David Johnston2
One thing you should do with powers that are just collections of game mechanics is ask them just what all that is intended to represent. Why can't the attack be dodged? How does it infallibly seek out the right targets?
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So true. GMs who dedicate attention to world-building have every right and reason to think of PCs as part and parcel of the world too, including role-play backstory and meaningful application of things not detailed in rules.
Unfortunately there's a trend even among GURPS aficionados to treat the rules as the game. (When you hear someone describe parts of the rules as 'fluff' vs the more presumably meritorious 'crunch', for example.)