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Re: [BNW] Glory Days Questions
In a message dated 9/3/2000 6:28:52 PM Eastern Daylight Time,
crow_steve@hotmail.com writes:
<< >I just got "Glory Days" a few days ago, but I think the Translator power
>package is one of the most useful there is in that book.
>
>One reason for that, however, is that the first thing I do is make up new
>Tricks ... I do this for every package, actually. I have one for the
>Translater package called "Babble" that allows the Translator to alter the
>language that another character speaks and thinks in (requires touch). If
>the target, for example, cannot understand French and the Translater alters
>the target's language to French with this trick, the target can no longer
>understand her teammates, nor can she even understand herself. The target
>cannot coordinate actions with her teammates, and she cannot perform any
>action that requires any kind of conscious thought (she can still do
>reflexive or automatic things like dodge blows, keep from running into
>walls,
>etc.). Obviously, this trick has tremendous combat implications, a
>criticism
>given for the package before.
>
It wasn't a criticism I leveled, I don't think. But a Trick like you suggest
seems to go outside the range of the power. The Translator is no longer
just learning something in his head, or passing said knowledge on to a
comrade (as my Trick allows), but is scrambling another person's language
centers.
Plus, if the Translator can get close enough to touch someone in combat,
shouldn't he have better things to do...? Either that, or it's hard to
believe his contribution is going to be anywhere close to a key factor in
bringing down, say, a Goliath or a Charger.
And again, I'm not saying that a Translator has to have combat capabilities
ot be useful. I rated the Communicator, Genius, Charmer, and Changeling
fairly high at my site, well above some combat types. When I rated, I did
so on general versatility and usefulness in a campaign. having a Translator
who can speak languages when no one else can just limits the participation
those other players can have (if language is important) or means the
Translator package isn't very useful (if language isn't important). There
are exceptions, sure, but it really comes down to, "We sit around and watch
while Character X does something we can't participate in." Which isn't a
unique complaint about just Translators - Hackers come to mind. But their
non-group activities don't take long. A Translator's activities are going
to take as long as the player takes for all the conversations he makes in a
language no one else can contribute to.
>Information is power, and I think if a Guide is fairly loose in her
>interpretation of the way this package's powers are defined, the package
>becomes quite useful in combat and noncombat situations.
>
Sure. But...BNW as a rule of thumb doesn't include a lot of looseness in
power packages. See my comments above about how the Trick proposed tends to
step outside the bounds of what is generally established for Tricks and how
they expand upon powers - they don't change them. Your mileage, of course
may vary. :)
>Also, if the character is a leader type, it allows her to command a very
>diverse group of deltas. In a contemporary campaign, especially one in
>which
>the players are playing Delta Primers, this would make the character very
>valuable on international missions.
>
IMO, no, because the other PCs having to channel all their conversations
through one person is going to get real tedious, real quick. Either you're
going to just let the PCs talk to each other directly (in which case why
need a Translator PC to serve that function?), or a session is going to
grind to a near-halt while the Translator PC relays everything to everyone,
meaning each PC line of dialogue gets repeated twice (once to the
Translator, and then from the Translator to the rest of the group).
Watch any movie with such an "international" taskforce to see what I mean.
Either everyone conveniently speaks English, or the movie simply assumes
everyone can understand everyone else's language, allows that the audience
knows that as well, and doesn't bother providing a translation mechanism.
Or watch Star Trek, where Klingons, Romulans, and Fed types sit around a
conference table and just talk, without subtitles or a translator sitting
nearby repeating each conversation twice.
Drawing attention to the mechanism of translation is awkward at best, and
can substantially slow down adventuring at worst.
>BTW, nice tricks you made up for the Translator package on your website,
>Steve.
>
I only made one Trick for the Translator, but thanks. :)
>Guide Matt
---
Steve Crow
>>
I'm going to start with this disclaimer ... this is an opinion response based
on the large number of other responses about the Translator package, so read
at your own risk or boredom if you don't give two hoots about this discussion
line on the listserve.
I'm a little surprised to hear you say that you think the power packages in
BNW are not very loose in their definitions. I think compared to other
supers games, they are quite lose. Look at the bean counting that goes on in
Champions or GURPS Supers or even Marvel Superheroes for that matter with
regards to the constraints put on power descriptions by the authors. In
contrast, in BNW Matt doesn't do that. For example, in the description of
the TK package Matt just basically says that the hero can move things with
her mind. Well, that's pretty darn general. Does that mean "move" or
"control" or "manipulate" or what? Yes, he does say that fine motor control
is limited, but it's still quite open to interpretation, and this is a
package that we are all familiar with, and every time a TK hero gets
creative, the Guide has to make a judgment call about whether or not it is
within the description of the power. Well, that all depends on how you
interprete "move objects." For example, I'm pretty much of a hard ass about
it. I don't let my TK hero twist doorknobs because that is not "moving" an
object in my opinion. The object (the doorknob) has not moved in space
because I interpret telekinesis as involving the moving of an object from
location 1 to location 2; it is not as if the hero has a mental "hand" that
she uses to manipulate the object. The hero mentally, rather than
physically, moves the object. I know I am in the minority on this, but
that's how I see it, and because Matt doesn't provide a lot of detailed
description about the power, I am free to interprete the description of the
power that way (much to the distaste of my player! <laugh>). And I like that
freedom (thanks Matt). I've seen some descriptions of TK in other games that
say that the character cannot make themselves fly by moving themselves
telekinetically because there is no focal point for movement ... they in
essence cannot move themselves because telekinesis involves moving an object
in relation to the telekinetic's current position. Since they are not
stationary (they are trying to move or fly) then there is no focal point for
the telekinetic movement and therefore they cannot perform this action. Now
I don't know whether I agree with this or not and I swear that I didn't bring
this up to get into a discussion about telekinesis! I'm serious! My point
in bringing it up is that Matt doesn't go into that much detail for a good
reason, I think, and that is that he wanted the power packages to be quite
flexible in their desciption of how the powers work. He gives us the
"spirit" of the packages only, and I appreciate that a lot. We are all free,
then, to decide for ourselves what each involves.
In my opinion, the Translator package appears to be centered around
languages, specifically "speaking, writing, and understanding" them.
Typically one thinks of Tricks designed to facilitate this process, e.g.
speaking, writing, and understanding languages better. But why must the
Translator go only in that direction. Why not allow the Translator to
inhibit that process, e.g. speaking, writing, and understanding languages
worse? It's still just dealing with languages, which is what their power is
supposed to allow them to do. It's not at all a stretch from the other
Tricks already given for the package. The Codebreaker Trick allows the
Translator to sift through an unknown code and make sense of it. Why not
turn it around and develop a trick that allows the Translator to start with a
language or "code" that she knows quite well, and then jumble it up instead
of making it more understandable? In my opinion, these two activities are
expressions of the same power (dealing with the speaking, writing, and
understanding of language); it's just that they have a different goal.
Translators "do" languages ... I think it is that simple, and any variation
on comprehension and communication with language is fair game to them and
within their delta power; just like Defender controls her force field and any
variation on that is fair game. I disagree that my trick ("Babble")
"changes the power" of the Translator; it just describes the flip side of the
typical way the power is used. She is still dealing with languages, she's
just now dealing with mixing them up rather than making them more
understandable. I never said the Translator is altering the target's
memories, or perceptions, or anything like that ... just their language
which, as I said, is what Translators do according to the way I interpret the
powers description ... but this is indeed open to interpretation.
As far as my "mechanism" for how it works (requiring touch), that is just
something I put in there to make it similar to other tricks and powers, not
because I think that the hero "scrambles the language centers" of the
target's brain by touching them. I don't really know "how" it works per se
... it's a delta power, that's enough for me. I don't know how any of them
"work" nor do I know how magic "works" but I play games with it in it as
well. As long as the action that the Trick describes is in line with the
area of influence of the delta power as described by the power package and is
in the "spirit" of the package (which is as I said a judgment call), then I
think it's fair game and as a Guide I will at least entertain the idea of the
Trick.
If the hero is a pacifist then no, they have few things better to do in
combat than to use the Babble trick. They are certainly not going to shoot
anyone. Also, if performed on the leader of a group, the Babble trick would
have significant effect on the course of the battle. This would be
especially true in military types of conflicts.
As far as handling the necessity to have an NPC say something to the
Translator and have the Translator translate it to the other PCs, I don't do
this. I treat it the same way as I do in a dungeon crawl in a D&D or other
fantasy adventure. If you are close enough to the character with the
lantern, you can see what's going on. If not, then you can't. If the
Translater is around, then everyone can understand each other and there is no
reason to painstakingly role-play this translation process out. Similarly, I
don't make the character without the lantern say "hold the lantern a little
to the left so I can see." It's understood that in due time all characters
who are around the individual with the lantern will be able to see. It is
indeed identical to the Star Trek example you provided about the universal
translator ... the Translator character functions in my game the exact same
way. In the play of the game, we all speak English at the table even though
the characters may not be speaking English, and we all speak to each other
rather than go through another person. It is assumed that the Translator is
the cause of this without having to go step by step through it. But, if the
Translator is not around, then they must resort to nonverbal communication,
just as I make them do if they are all English speaking characters sneaking
around somewhere trying to be quiet. They communicate with hand signals and
gestures.
The Translator has a real "game effect" but it is not one that has to be
acted out in every detail. So no, I don't make all the other characters
transfer all of their conversations through the Translator PC because yes, it
would get quite tedious to do so. But because I don't do that AND because
this ease of communication wouldn't be possible without the Translator hero
there, it is very obvious how valuable the Translater character is to the
group and to the adventure. Just like the other delta powers, having the
Translator around allows the characters to do things that they wouldn't
normally be able to do without her.
Just my 2-cents,
Guide Matt