
Originally Posted by
RDU Neil
I personally have a problem with this. If a villain group like VIPER can have dozens of supersecret bases all over a city, a full division of heavy tanks and flying lazer platforms, etc., etc.... yet almost never does anyone say "How the hell do they pay for this... have time to maintain this... get away with building and shipping all this stuff without discovery..."
Nope... it's just "genre" so they accept it.
Then a PC comes along and comes up with a cool, plausible concept that fits the established fictional world (high tech base and equipment that "just is" because finances aren't really an issue) and suddenly people are quoting the law... coming up with all kinds of "realistic" reasons why it wouldn't work, etc.
It's such a double standard, and one of the main things I think a "game world" needs to address, that comics never do. (It falls within the same concept as "hero's don't kill, no matter what" convention. Force the PCs to play by some arbitrary four color rule, while the villains run around slaughtering people by the dozen, breaking out of jail at will, and never held accountable.) It's stupid in the comics, and down right untenable in an RPG campaign. (In the above example, if you want the players to be four color/non-lethal... then have the justice system WORK, and villains stay in jail... as well as villains aren't mass murderers who really should be killed.)
Whatever you choose to do, the GM and the world she creates must follow the same rules as the PCs. If you don't do that, you are creating an "us vs. them" situation where the GM is seen as creating a "just trying to screw us" environment.
By this I mean... if you are going to give legal and financial scrutiny to every PC plan... then you should consider the same issues for the villains. Heroes should be able to track VIPER bases underneath secret barber shops, based on utility bills, unlawful excavations and construction work, shipments of materials, polution from illegal labs, etc. Heck... the EPA would likely be the biggest villain busting agency around, as they track hazzardous materials and output.
The point being... if you don't put such scrutiny on your villains... then the heroes should get the same leeway. They should be able to have secret bases and equipment and dangerous stuff, without all the "reality" getting in the way... whether it's prisons, or hightech aircraft, or whatever.
Be consistent... whichever way you choose.
(Personally, I find the realism is cool... especially when applying it to villains. When heroes discover a VIPER base, say... and realize that, in my world, it's not just a given... the fact that the VIPER base exists indicates high level corruption, payoffs, graft, cover-ups, etc. All this leads to further investigation, etc., and the loss of one VIPER base, or one unit of heavy armor... that is bad news for VIPER. That is millions lost. The heroes caused a major set back.)
Again... either way is fine... just be consistent and make the considerations in all situations, not just to criticise player ideas.
Bookmarks