As a player who just wrapped up a character who was a displaced fantasy character (a vampire hunter knight to be specific..)I can honestly tell you that the best way to curb that would be to simply explain to the player that he's not going to ever feel like his character has a place in the world, or that he fits in at all. I'm not saying I didn't enjoy my character at all...he was okay.. but I really didn't have a solid understanding of what my GM was wanting to run in the campaign. I would have had SO much more fun playing a more 4-color Supe.
Does the player understand the superhero genre, or is he being converted from a more DnD background? Honestly, he sounds alot like I did before I really got into the swing of Champions. I came from RPG=d20 and that's that. And, not being an avid comic book fan, I was pretty much lost on the style quirks of the genre. After learning more about the Superhero RP genre, I think the character concepts I'm coming up with now are a much better match to what would fit into a Supers campaign...as opposed to a guy from the mid 1300's in magical armor (basically, he was a powersuit..a REALLY bad powersuit, but a powersuit nonetheless.)
Anyway, if you approach the player from the angle that he'll have more fun and feel more a part of the campaign if he conforms his characters to the standards you have set for the campaign tone, then I think he should be more than willing to comply. If not, well... not to get all power trippy or anything, but you ARE the GM... if you say No to that character, then that's it. It sounds like this guy is a friend of yours, so I TOTALLY understand your reluctance to play the "I'm the GM" card on him... but taking the first explanation route should also correct the problem if he's a good friend...the GM card is always a last resort.
-T
-T
It's as true today as when I started adventuring: "When in doubt, set something on fire!" - Belkar, Halfling Ranger. Order of the Stick, # 270
"Nomex, because being on fire really sucks." - Proditor & hooliganX
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