baggysack
owner of the bag
All the best powers are broken. Manipulating bugs, manipulating sand (if it includes silicon), biokinesis-- I love creepy body-manipulating powers especially. I remember when I was Even Younger Baby, I used to really hate empathic powers, powers that influenced a character's emotions like "fear manipulation." I got the impression from how other players would describe it was forcing characters to achieve a dynamic with them, or whatever. I've never actually roleplayed it.
My most honest answer to "best/worst superpowers in rp" is that superpowers are either always good are always terrible. Legit: I have awoken to the reality that freeform roleplay will always feel like characters pulling surprises out from under their fuku mini-skirts: when you theoretically can have anything happen in a fight, but are still limited to acting in turns because of the medium, and have no way to quantify how much damage your attack will do, or how much range you will have, or how your powers interact with the other person's powers... "creativity" stops being the saving grace. To me, it's like an improv group where they never change the topic, you're just stuck in the same joke for the whole show. It's not like writing a story where you have control of what your character's superpower will result in at any given time: you just have to throw caveats and abilities at your character in the sign-up stage and hope that they become relevant. From a GM perspective, you're also subconsciously encouraging your players to one-up you to have any semblance of predictability.
And, of course, if you have a system, none of this matters and every superpower within the limits kicks ass and works.
Sorry, I don't know if any of that makes sense. I just got back from the penitentiary, aka ProBoards. It changed me...
My most honest answer to "best/worst superpowers in rp" is that superpowers are either always good are always terrible. Legit: I have awoken to the reality that freeform roleplay will always feel like characters pulling surprises out from under their fuku mini-skirts: when you theoretically can have anything happen in a fight, but are still limited to acting in turns because of the medium, and have no way to quantify how much damage your attack will do, or how much range you will have, or how your powers interact with the other person's powers... "creativity" stops being the saving grace. To me, it's like an improv group where they never change the topic, you're just stuck in the same joke for the whole show. It's not like writing a story where you have control of what your character's superpower will result in at any given time: you just have to throw caveats and abilities at your character in the sign-up stage and hope that they become relevant. From a GM perspective, you're also subconsciously encouraging your players to one-up you to have any semblance of predictability.
And, of course, if you have a system, none of this matters and every superpower within the limits kicks ass and works.
Sorry, I don't know if any of that makes sense. I just got back from the penitentiary, aka ProBoards. It changed me...