Talk:MTH:Character

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Revision as of 00:21, 26 June 2014 by 98.219.211.75 (talk) (thoughts on a gamist ruleset)
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If I did all the work for it, could we change the word "Verve", to "Moxie" (also spelt Moxy)? you'll probably ask why, and the reason is because it sounds like something that would be superhero related, is a totally awesome word, means Exactly what Verve is described as, and just sounds awesome.

Verve's Definition (Taken from Wiktionary):

  1. Excitement of imagination such as animates a poet, artist, or musician, in composing or performing
  2. artistic energy and enthusiasm
  3. vigour, vitality and liveliness
  4. rapture, enthusiasm
  5. spirit, energy


Moxie's Deinition (Taken from Wiktionary):

  1. backbone, determination and fortitude
  2. initiative or skill

See? so it's actually a better word for the effect. I know it doesn't really matter, But I'd like it :P 71.176.131.108 16:36, 3 June 2011 (UTC)


The only reason I would avoid Moxie is because it seems to have a very strong association with the noir genre. That's no huge objection. Verve is unknown to most people, so it seems more neutral. -BunniRabbi


Why doesn't Verve refill between sessions? That's what my ST does and it works great! If the villains we fight get to have full Verve, so should we, or else a lot of powers become absolute garbage and the Decreased Verve Cost extra becomes mandatory.

Requesting permission to make Verve more easily renewable and fix the Power Level chart accordingly.


Verve does not recover between sessions because some powers are used during down time and would be unbalanced if you got to keep using them during every "scene" of down time. - BunniRabbi


1/5/14 - A previous edit contained additional bonuses to health and exp granted per power level. Health limits are useful for storytellers so that action level doesn't eclipse drama level (as per the notes given in the Storytelling section of Exalted), so this was removed.

Likewise, adding exp at higher levels is contradictory to having the exp costs increase fore each level of the power level stat. Why make it cost more exp *and* make it easier to get exp? Similarly, having the requirement that the character defeat other superhumans is a gamist concept and doesn't fit in narrativist games. A character should never be required to enguage in conflict to progress.

That being said, nothing says a group could not play More Than Human as a gamist game, but that would be more appropriate as a set of optional rules.

6/26/14 - Thinking more about that optional set of gamist rules, a few points come to mind: 1) It might be useful to note in the individual power entries which powers are particularly suited to gamist play, as in a gamist game an ST may wish to make some kind of house rule to make access to these powers easier, and STs in particularly non-gamist games may wish to do the opposite. 2) One problem that seems likely to arise is characters getting excessively spaced out from one another, such that some players without movement-oriented are consistently getting left out of scenes. A gamist ruleset should probably include some allowance to make sure a character either has movement powers or has easier access to vehicles.