Re: Questions and Answers
I had a rather ambitious multi-splat game where I spent weeks online researching real life stuff to add to the game, creating relics that could do different things depending on what kind of supernatural tried to use them, and may cause the First National Bank and Trust in Manhattan to keep an eye out for me for a while.
I started with what I believed would be a moderately difficult fight which left the entire party needing weeks of hospitalization (and most would likely have just died from their wounds if I hadn't called the game after the last party member fell,) which was bad, because the apocalypse they were supposed to prevent was about a month away.
I tried to salvage it by saying the fight had been a prophetic dream the mage had, but since a large part of the session had involved me arguing with my brother (who I had foolishly asked to Co-GM) about whether or not a vampire should be able to parry a greataxe with a dagger (which I had him do as a mercy. He was dual-wielding daggers with celerity, and on offense he was chewing the toughest party member to pieces, but the defensive bonus from parrying was minor in comparison.) He said it was unrealistic, I disagreed, and I am no longer willing to discuss realism at my table. It is now my general belief that realism is only useful in creating a starting point for a setting and system and any more than necessary gets in the way of having a good time. Rule of Fun, Rule of Cool, and when appropriate, Rule of Funny should always trump the laws of reality, or why waste time pretending you're in another world? Especially one that, at least on the surface, is much bleaker than our own.