I just came along that quote from the GURPS FAQ :
It made me think about how hard it is to implement a good system for telepaths. I mean the system on B5 is OK but it raises a lot of questions as earlier threads demonstrated (see http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=6593 for example).
Just as it's OK to let NPCs be all-powerful telepaths/technomages/Ancients, most of the times you can't let PCs run them as:
1. It presents no challenge to the player, as whatever you throw at them they can beat it without breaking a sweat.
2. They represent loose cannons who can scrap your campaign with ease.
Of course there are exceptions, like if you have exceptionaly experienced and "wise" players who have matured from the "powergamer mindset". They must be ready to work with the GM, otherwise they can scrap the campaign with a snap of their fingers.
Anyway, just some ramblings on my part, but I wanted to share the GURPS mindset on psionics and B5.
http://www.sjgames.com/gurps/faq/FAQ4-1.2-3.html#SS3.1.4 said:Doesn't it makes role-playing any psi prohibitive point-wise if one were to run, say, a Babylon 5 campaign?
Because they're far more powerful than everyone else in *game* terms, even if they don't dominate the show in *dramatic* terms. Unfortunately for gamers, even very cool novels, TV shows, and movies make terrible game settings. One of the main reasons for this is that the characters aren't free-willed, but in fact pawns of a few auteurs who have a long- term plan for *everything* in the setting. The heroes *aren't* equally powerful (built on the same points, as it were) -- it's just that the powerful ones are kept in check, and the weak ones made prominent, by a constant series of dramatic devices.
It's what I call the "Spock effect." Spock was the original SF TV show psi. Being a strong, ultra-intelligent, long-lived alien with a secret hand-to-hand combat technique and telepathic powers was balanced by his alienness and placing him in tougher situations (and keeping him out of easy-win situations). In the show, he was just "one of the guys," on an equal footing with the other major players. As a PC in an RPG, he ought to be worth three times as many points as all his mates. His down sides are all "soft" limitations; his up sides are all "hard," easily abused game abilities. The GM can't rely on his player not to use his brains, strength, and special gifts all the time, in ways that don't suit the original concept of the character or "feel" of the TV show, so he must charge what those abilities are worth in the worst-case scenario where the character goes power-mad.
B5 psis are in the same boat. So are Jedi in Star Wars. And so is the "powered" caste in any SF&F setting. In their novel/show/movie, their abilities are carefully circumscribed, worked into the plot, and so on. But in a game, nothing says any of this will be true.
It made me think about how hard it is to implement a good system for telepaths. I mean the system on B5 is OK but it raises a lot of questions as earlier threads demonstrated (see http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=6593 for example).
Just as it's OK to let NPCs be all-powerful telepaths/technomages/Ancients, most of the times you can't let PCs run them as:
1. It presents no challenge to the player, as whatever you throw at them they can beat it without breaking a sweat.
2. They represent loose cannons who can scrap your campaign with ease.
Of course there are exceptions, like if you have exceptionaly experienced and "wise" players who have matured from the "powergamer mindset". They must be ready to work with the GM, otherwise they can scrap the campaign with a snap of their fingers.
Anyway, just some ramblings on my part, but I wanted to share the GURPS mindset on psionics and B5.