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.