I agree here. HQ has a number of those little extra rules, especially around magic, which seem to be there for an odd form of game balance. I agree that these things lead to a fairly mixed message being sent.
As for this whole discussion and CJ's situation...
This discussion has been done a thousand times on rpg.net and is probably being reincarnated right now. For the powergamer, perhaps try to break it down, more or less as Jane suggests, into power in-game (e.g. political power) and power to affect things (numbers). the latter can possibly be dealt with via relationship augments and so on. The power to fail spectacularly too - perhaps chat a bit about a few cinematic examples.
I obviously missed an opportunity, when I worked in Cheltenham, of spending a Wednesday evening sat in the pub with CJ and J-Lo.
Sam.
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