I'm not declaring myself right, though. I'm trying to prove that I'm right, with arguments unrelated to the belief thing. The belief thing is just there because I'm tired of people treating facts as opinions.
If you think I'm not right, try to prove I'm not. Or at least try to demonstrate that I might not be right.
It's more that I have a different perspective on the game and its relation to the narrative than you, I think, which isn't so clearly a "right or wrong" thing.
Some rare people ignore what the rules encourage them to do, but most people don't. Hardly anyone makes a Wizard without decent ratings in the three casting stats, because the rules make it a horrible idea to do that.
Not optimum? Sure. "Horrible" though? I disagree. Potentially more interesting, to me, is a wizard that doesn't have a lot of power, and so has to be creative with it, or a wizard without a lot of control, who has to be more careful and spend his or her fate points wisely.
And if you make something a disadvantage you encourage people to avoid it if at all possible. Which is what I was trying to say.
And giving something no disadvantage encourages more people to take it than rightfully should be.
Dissecting a canon power is not bending or breaking the rules. It's following them exactly. Which can sometimes be a problem. Have you heard of Malicious Obedience?
I think following the rules exactly would involve keeping a power with all the trappings attached to it, personally.
And no, not everyone wants compels. But that's personal taste, not a mechanical thing.
Then stop acting as if compels are automatically and always a good thing. You have repeatedly stated that if something causes a compel, that it cannot be a downside and is a good thing.
If you don't want to experience compels related to a certain thing, you remove that thing from your concept. If you do, you add it to your concept. The problem with Claws as written is that it makes that impossible in one narrow circumstance that hardly anyone cares about.
I believe most, if not all, of the powers say that you have to have an aspect or a high concept that can justify or represent its use. So, yes, if you've got razor sharp claws, I think you have to have an aspect, which can be compelled, to indicate why you have that power.
Oh, and I have no idea what:
And to someone like me, narrative mechanics fall in line with the regular mechanics. It's all part of the setting and, therefore, part of the system.
means.
I'm saying that to someone like me, ACAEBG's attachment to the sword, including its role in the world and associated narrative drawbacks and restrictions, is as much a mechanic for its power as its refresh cost and effect.
And I'm gonna make a bold statement here: Maybe the Dresden Files setting and game isn't
supposed to have every character concept equally powerful and exactly balanced. Maybe wizards are
supposed to be scary as hell and extremely powerful engines of arcane destruction. Maybe Pure Mortals aren't
supposed to be able to stand one on one with beings that can outrun a sedan and then crumple it like aluminum foil. Maybe if you have claws, you're not
supposed to look normal and be able to carry them around in plain sight.
Maybe power always comes with a price beyond the refresh cost--either to your humanity, to your ability to function in modern society, or just your ability to blend in.
Maybe, just maybe all of those things that are true in the setting of the books are meant to be true in the game set in the setting of the books.