QUOTE (StealthSigma @ Jan 22 2013, 05:09 AM)

How quickly can you get someone up and running with Paranoia?

I don't have Paranoia XP, but in older editions I could get people up and running in a few minutes. But then again, we're talking about Paranoia; your stats don't matter because you're going to be dead in five minutes anyway.

QUOTE (Tymeaus Jalynsfein @ Jan 22 2013, 06:37 AM)

Is Wushu anything like Feng Shui?
Similar is style but not substance. Wushu is a super-light story game, where the more crazy and gonzo you get, the better you do. Unlike a traditional system, where you're penalized for doing something tricky, in Wushu it means you actually stand a better chance of pulling it off. It's so super-light and narrative-driven, however, that many traditional players have a serious problem adjusting to it and don't like it. The gaming experience is so different, it's simply not for everyone.
QUOTE (Tashiro @ Jan 22 2013, 07:28 AM)

Again, I disagree. A good GM gives everyone something to do, and ensures that there's a need for each person's talents. What if, for example, an NPC knows PC X, but not PC Y, and decides that he'll share his information with only PC X? What if PC Y is needing to talk to another NPC, or has to be in another part of town, when something comes up where PC X is?
That's what I was referring to as plot contrivances. You can't simply set a challenge, you have to set separate challenges and hope each player plays along. Done wrong, this leads to railroading. In Shadowrun, I try to set objectives and allow the players to approach it however they like. As it stands, they sometimes bite off more than they can chew, which is fine since they chose their own path and are having fun. You have to work much harder if there's a power disparity, and it's even worse if the weaker character can't figure out the best ways of doing their role.
QUOTE
As someone who's run Marvel Classic super heroes, Mutants and Masterminds, and the new Marvel Heroic Roleplaying, I'll disagree 100%. Hell, especially with the Marvel Heroic, where you're allowed to build a character at any power level you want, since the game completely throws away 'build points' or anything else for that matter. You choose your power package, you set your dice pools for them, you choose your skills and set your dice pools for those, you set a single flaw for each power set (and more if you wish), and choose what 'special effects' each power set has. Someone can make Superman right out of the box, while someone else makes 'Flat Man'.
And it works just fine. The thing is, you don't have to throw a person's weaknesses at them to create balance. You just have to know how to shift focus and make sure everyone has something to do - that's the game master's job. The mechanics can't support that - it isn't possible.
Oh, yes it is. For example, Marvel Heroic Roleplay is designed to cope with the power imbalances. Because you can attack mentally and emotionally as well as physically, Spider-Man can one-shot the Juggernaut by successfully taunting him. Your exact power levels aren't as important as the player's ability to narratively build dice pools. The mechanics are carefully designed to support a certain kind of balance.
QUOTE (_Pax._ @ Jan 22 2013, 08:55 AM)

Also, D&D 3.X is actually somewhat self-correcting for level imbalances: given a party with three 8th level characters and one 2nd level character, an encountr of ECL 7 is going to be worth tremendously more to the 2nd level character, than to his 8th level compatriots. (That's because the 8th level characters each get 1-4 of the X award for an 8th-level party versus an ECL 7 encounter - whereas the 2nd level character gets 1/4 of the much higher award a 2nd-level party would get for the same encounter). It boils down to the high-level characters picking up several hundred XP, and the low-level character picking up a couple thousand XP. When Players A, B, and C get 600XP, but Player D gets 3,000 ... the XP gap between D and his peers is going to narrow itself, just by din't of D participating and surviving.
...
Skill-based systems like Shadowrun, however, can't have that sort of self-correction easily added in. A given run is worth X karma, whether you're fresh out of creation, or are a 500+ karma veteran. One supposes the GM could just slide 1-3 extra Karma to the low-total character each run until she catches up, but .... that's not as formalised right into the system as the XP-per-encounter-per-level setup of 3.X edition D&D.
This is more on topic. Even with adjusted karma awards, it takes a long time to fix any serious power imbalanced caused at character creation. While a good GM can compensate for it, ideally a good GM shouldn't have to. That's why a good system will provide consistent results in character creation. SR4.5 has entirely too much variability in starting characters-- it's severely inconsistent.