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Re: [ORE] Re: Wild Talents: Getting over the hump

I've had people get pretty confused by the building-block approach to powers, too.  They often come in from another game where attack and defense powers are listed differently, and are confused by the fact that a single power can throw fire at others, raise a fire shield that defends them, and light candles or a camp fire.  More importantly, they miss that it is possible, and end up with three separate powers before I have to talk them down from the ledge.

I don't want to say that the primer shouldn't have the cafeteria powers, but maybe it should only have them in sample builds, to emphasize the point about not needing to take, e.g., Block or Heavy Armor to have some defense capabilities.

Religion, or the duty which we owe our Creator, and the manner of discharging it, can be directed only by reason and conviction, not by force and violence; and therefore all men are equally entitled to the free exercise of religion, according to the dictates of conscience.
  -- James Madison


On Mon, Apr 2, 2012 at 11:13 PM, Darryl Green <priority7@gmail.com> wrote:
The biggest problem my players had in game one was they built powers
that were far too complex. They saw all of the options, built their
own characters, and then handed me powers that had so many extras and
flaws on them that each of them had to read a paragraph to remember
all the restrictions they had before they chose to use the power. I
think it was because they saw all of the options and felt that they
should use them if they are there. Something telling new players
"simple powers are okay" is what I would suggest.

I don't know if this is intending to include new GM's, also, but if it
does, I had the most trouble wrapping my head around archetypes and
permissions.

On Apr 1, 2:40 pm, Shane Ivey <shane.i...@gmail.com> wrote:
> Folks,
>
> The most recent episode of Role Playing Public Radio featured an in-depth
> discussion of the pros and cons of Wild Talents based on an extended
> campaign.
>
> http://slangdesign.com/rppr/2012/03/podcast-episode/rppr-episode-71-y...
>
> One of the things that piqued my interest -- and it's something that's come
> up before -- was the observation that while WT is easy to run and allows
> for great flexibility in creating characters and powers, it takes a lot of
> effort for new players to really get it.
>
> I would like to put together a brief primer for the blog and for free
> download (well, really I'd like Greg to put it together because he's better
> at that kind of thing, but that'll depend on his schedule) to help new
> players get the system immediately, so they don't have to do so much work
> before the light clicks on and they start enjoying it.
>
> So, gamers who have played Wild Talents with newbies, give us your
> thoughts. Where were the stumbling blocks?
>
> --
> *Shane Ivey, Arc Dream Publishing*
> Cthulhu Mythos gaming, every quarter:
> TheUnspeakableOath.com<http://www.theunspeakableoath.com>
> Now on Kickstarter -- Call of Cthulhu in Lovecraft's Dreamlands:http://kck.st/GZJWUi

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