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Old 02-08-2022, 08:50 PM   #20
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Is it too easy to cast powerful spells with RPM?

Quote:
Originally Posted by qchap View Post
It's not really a problem of me not being able to say "No". It's a problem of that I don't like to say "No" just because I subjectively think something is unbalanced, even if it's allowed by the world AND the system rules. I need some excuse to say "No", and in the best scenario that "No" should be tied to rules AND flavor, but one of them is fine too. "Rules" must not necessarily be the system's RAW - they include any houserule, chosen BEFORE the game. So that my player, who made a character while thinking it would work one way, won't discover midgame that it works another way.

I have played with GMs who don't use such principles, and not rarely enough something very disappointing for a player happens.

I don't like making people sad, it's not the reason we are playing, so when I say "No", I should have something better then "I don't like it, it's too powerful".
You have one option only and it stinks. You need to define everything you want RPM to do. And I mean *everything* and then create a boundary and say, "Nothing past here." Even then you're going to run into edge cases and you're going to have to make judgement calls.

Quote:
Originally Posted by WingedKagouti View Post
Something breaking a scenario or the balance of the entire game should always be enough reason to say "No!" as a GM.

If you're worried about hurt feelings over players not being allowed to spend a day or more preparing a massive ritual to essentially bypass an adventure, maybe the RPM system is a bad fit for your group.
Pretty much this. RPM is *not* the system you want to have if you can't say no.
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