thread: 2009-05-07 : Explaining the Right to Dream

On 2009-05-08, John Kim wrote:

My experience is similar to Graham's.  Given the formulation as "bad-ass-ery," I can think of many characters whose bad-assed-ness wasn't questioned.  Say, in my James Bond 007 game, I was fairly pointed in not challenging the PCs'  bad-assed-ness.  They might have setbacks, but those would reinforce their bad-assed-ness.  i.e. They could take on a dozen ninjas at once, but two dozen meant they needed to change their approach.  I can think of many other cases in pulp and supers games.

But I see this as a preference for a given character and aspect that can be accommodated.  For example, I can easily play in a game where Heather's character is unquestionably bad-ass, and my character is struggling with bad-ass-ery.


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