[net.games.frp] overly powerful character II

sasw@bnl.UUCP (Steven Akiba Swernofsky) (11/04/83)

If the PC grossity (overly powerful character) is your own fault, of
course, you cannot just boot him out of the game.  There are many ways
to limit the character without making the player feel that he is being
singled out for special (and arbitrary) treatment.  Recall that a GM
who alienates his players is soon a GM without players.

The easiest method is to run low-level expeditions for a while.  I
know that some people run the same characters over and over again, but
it adds variety to the game to run some high-level and some low-level
expeditions.  It provides each player with a "stable" of PCs; it makes
advancement possible and it minimizes the effect of actually losing a
character permanently.  If you run low-level expeditions occasionally
it will also emphasize to the players just how powerful their high-
level PCs are.  It will also slow down the advancement of those PCs
which cannot be run every day or every week.

Pursuant to this idea, you can ask the player to limit the cases in
which he runs the offending character.  Say, "this is a really neat
character, but it is only fair to me to run it when the monsters are
too powerful for the other PCs, please run something else."  Most
people will take the hint, if they have any alternative.  Provide them
an alternative, even if it is an NPC you have to give them.

Socially, people who are head-and-shoulders outstanding above others
attract flak.  Tell the player so.  Then start creating NPCs who have
heard about the gross PC and are prepared.  So, evil swords which are
+2 more against paladins, spells which are extra damage against thieves,
and MU-seeking arrows.  If there are enough of these things in the
world, the PC you are worried about will not be so dangerous anymore.
(A GM I know was so incensed at the powers of Elves at low-level that
he populated Swords +1 vs Elves routinely.  He eventually populated so
many of these that no one was willing to run an Elf at all!)  If you
are really in trouble you can always populate a bane sword for the PC,
but this is rather extreme.

In medieval society especially, people who are doing too well attract
enemies.  Is the character of noble birth?  If not, the aristocracy may
have a score to settle with someone so rich and powerful.  The ruling
government may fear the character as a potential usurper.  Any of these
NPCs might arrange to have the character (a) killed, (b) sent into
exile, (c) drafted into the army, or (d) sent on a few judicious
suicide missions.  Use your imagination.  Does the character have a
family?  They can be threatened, and usually this is more effective
than threatening the character itself.  It always makes for an interest-
ing expedition for the player to have to rescue someone.

Last in this list, though by no means last among solutions, is to
remove or reduce the emphasis that raw power has on your game.  I think
this is a good idea for any game, but one with a too-powerful PC is
usually ripe for it.  Have more "puzzle" expeditions, or political
misiions, where brains are more important than brawn.  Hand over goodies
to players who think, or who use the least magic in a dangerous situation.
If excess power is no advantage, the player will think twice about
demanding to run the character which is a problem.

Hope this helps.
-- Steve