Of my last half-dozen campaigns, three have been broken by players using powers, and one is severely crippled by the expectation among the group that the single power-using character will do the same thing to this game. (By breaking the campaign, I mean it devolves to the point where one power-user dominates the game and the other players feel they are just watching him have all the fun.)
This seems to happen faster under SWADE than it did under Deluxe, partly because it is now easier to get powers (two per advance) and power points (by spending bennies) than before, and partly because modifiers make the powers more flexible and powerful.
The three instances were different players, so I am tentatively ruling out players as the explanation.
That leaves me with two possibilities, either I am not handling this correctly as the GM, or the players concerned are right in asserting that ABs are overpowered. I am thinking the former is more likely as the latter would surely have come up in playtesting.
Options I have thought of to resolve the situation are:
[a] Ban those players from the group. Undesirable as they have been my friends for years now.
[b] Explain during session zero that yes, you can break the game with powers if you really want to, but I'd rather you didn't because it's no fun for anyone else. No guarantee it would work.
[c] Nerf powers by dropping all Modifiers, and restricting the New Powers Edge to one power, which may only be taken once per Rank. Fast, easy, probably gets the job done, but risks throwing the baby out with the bathwater.
[d] Ban the powers that are causing problems; so far that's Beast Friend, Boost/Lower Trait, Puppet, and Sloth/Speed. That list will grow over time as the players get more creative, until eventually there are no powers left.
[e] Go full-on adversarial rules lawyer and ruthlessly suppress anything outside the letter of the rules. Not really how I want to play, and no guarantee it would work - there's always a player who finds a loophole.
[f] Introduce in-game restrictions like Arcane Backgrounds being illegal and heavily punished.
Has anyone else had this problem, and if so, how did you address it?
This seems to happen faster under SWADE than it did under Deluxe, partly because it is now easier to get powers (two per advance) and power points (by spending bennies) than before, and partly because modifiers make the powers more flexible and powerful.
The three instances were different players, so I am tentatively ruling out players as the explanation.
That leaves me with two possibilities, either I am not handling this correctly as the GM, or the players concerned are right in asserting that ABs are overpowered. I am thinking the former is more likely as the latter would surely have come up in playtesting.
Options I have thought of to resolve the situation are:
[a] Ban those players from the group. Undesirable as they have been my friends for years now.
[b] Explain during session zero that yes, you can break the game with powers if you really want to, but I'd rather you didn't because it's no fun for anyone else. No guarantee it would work.
[c] Nerf powers by dropping all Modifiers, and restricting the New Powers Edge to one power, which may only be taken once per Rank. Fast, easy, probably gets the job done, but risks throwing the baby out with the bathwater.
[d] Ban the powers that are causing problems; so far that's Beast Friend, Boost/Lower Trait, Puppet, and Sloth/Speed. That list will grow over time as the players get more creative, until eventually there are no powers left.
[e] Go full-on adversarial rules lawyer and ruthlessly suppress anything outside the letter of the rules. Not really how I want to play, and no guarantee it would work - there's always a player who finds a loophole.
[f] Introduce in-game restrictions like Arcane Backgrounds being illegal and heavily punished.
Has anyone else had this problem, and if so, how did you address it?
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