Date: 2008-04-10 10:21 pm (UTC)
I'm appealing to the physics of electricity as an aspect of how the world works.

I'm comfortable with that, as long as the player group is appealing to the same set of physics as relates to the world. I recall someone on Pyramid having the sig line of "he understands physics better than you do, but you understand comic book physics better than he does". That's what I'm aiming for in the kit, but where everyone has a say in what the comic book physics of the world are: in DC super speed leads to vibrating through walls; in Marvel it doesn't; in your world, who knows?

As for the GURPS aspect, that's true, to a point. To really get it to work the way I would like you'd need Wildcard Abilities or one of the other mechanics from supers to give the player the needed creative range. Even still you're bound by some point cost issues inherent in the game, where things that make logical sense are out of reach because the underlying effects have been determined to be more expensive than the character can afford. That's a problem with point systems in general, not GURPS in specific.
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Brian Rogers

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