shampoo-thief said:The only RPG I have powers in is Ice Master's, but I haven't been able to use it yet. I am Pestilence >:}
Exactly. The key is to prevent anarchy and overwhelming destruction simply because you can do it. Direct power contests are completely pointless in a high-power RPG because you leave yourself at the mercy of the GM and it's more or less uninteresting. As a GM, one should encourage creativity to keep the quality of battle scenes high. If someone spams their ability, don't let them keep using it without paying a price! Enemies should be versatile enough to learn to counter techniques used over and over again: constant laser vision can be visually deflected by a mirror-like skill, spamming speed skills to wear down the opponent can fall prey to traps carefully set around, and a SHOOP DA WOOP with terrible timing could just leave you open.nabby101 said:You have to be very careful when designing an RPG with magical powers or abilities, and the like. Often players use it as an excuse to god-mod (not saying I haven't been guilty of this, by the way). When you have relatively high skilled roleplaying like in Starry Trails, it works, because players don't abuse their powers (probably because Zy sets the bar so high). However, when an RPG degenerates into mindless anarchy and players destroying the world (...), it generally dies out.
shampoo-thief said:I once had moth wings...
But then that RPG was canceled...
:C