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Principle of Psychic Application

Started by Frostspear, January 30, 2011, 09:40:08 PM

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precinctomega

Part of the problem with psychic powers in the 40kverse is that the method of their operation is the Warp but the medium is the mind.

Given the generous amounts of handwavium that the Warp allows, we can dispense with many side-effects, but can't ignore the fact that the more one draws on the Warp, the more dangerous it becomes.

In the case of micro-telekinesis, the psyker must first draw on the Warp to alter his own powers of perception (technically a form of biomancy), then to reach out to an individual molecule (telekinesis), then simultaneously to a few million other molecules (a bit like a telekine who can simultaneously Psychic Impel a million people in one go: scary!).

R.

Easy E

Nothing really useful to add, but most "Supers" style games and RPGs clearly encourage you to use rather straight forward powers in different and intersesting ways.  They might be a useful paradigm to look at to get the ball rolling for mechanics or simple ideas.   
^Cheapskate^

InquisitorHeidfeld

I'd suggest that "Supers" games are probably the wrong place to be looking for inspiration...

The first example to my head...
Problem: Hulk can't fly, he doesn't feel like a proper "super" unless he can fly...
Solution: Make Hulk fly.
"Reason": He's the most powerful creature on earth so he must have the most powerful legs, he should therefore be able to jump to a degree which means he might as well be flying.


It's a fairly extreme example but it illustrates the point that "Super" games are built on the comic genre and its pretentions and mores. Three-dimensionality of movement is important in comics because of the way it looks on the page and therefore it must be there, even if that means rather more questions than answers.

The Narrative of Inquisitor will often do something similar, characters have survived situations in manners which strain credulity (because their story isn't yet over and therefore they need to be around for the rest of it), chance is warped because it makes the story better... but it is still important to the story that things still make a degree of sense on the human scale.
It is still important that there be a story, one consistant with the 40kverse, behind all of these coincidences.

Easy E

Quote from: InquisitorHeidfeld on February 08, 2011, 01:37:45 PM
I'd suggest that "Supers" games are probably the wrong place to be looking for inspiration...

The first example to my head...
Problem: Hulk can't fly, he doesn't feel like a proper "super" unless he can fly...
Solution: Make Hulk fly.
"Reason": He's the most powerful creature on earth so he must have the most powerful legs, he should therefore be able to jump to a degree which means he might as well be flying.


It's a fairly extreme example but it illustrates the point that "Super" games are built on the comic genre and its pretentions and mores. Three-dimensionality of movement is important in comics because of the way it looks on the page and therefore it must be there, even if that means rather more questions than answers.

The Narrative of Inquisitor will often do something similar, characters have survived situations in manners which strain credulity (because their story isn't yet over and therefore they need to be around for the rest of it), chance is warped because it makes the story better... but it is still important to the story that things still make a degree of sense on the human scale.
It is still important that there be a story, one consistant with the 40kverse, behind all of these coincidences.

Yeah, well  anyway. 

The game mechanics at least have mechanisms for doing unusual things with your powers that are not expressly written out as the norm.  Could be worth investigating the design philosophy they use or even the specific mechanics. 

The same could be said of variosu games Magic systesm too. 
^Cheapskate^