Okay, I think it looks like everyone's getting tired of this.
The sad part, for me, is that I don't think anyone actually understands what I've been trying to say. Orladdin, Mr. Death, both of your posts demonstrate that you believe that I believe things I don't actually believe.
This is probably my fault, mostly.
It's part of of what sucks about trying to debate over the internet... It's slow, and there's practically way to use the usual body language to convey contextual attitude. I know I often feel the same way.
First, I'm not invoking Stormwind here. I'm using an example to demonstrate the power of mechanics to control behaviour. Wizards with Mediocre casting stats are mechanically discouraged, and as a result hardly anyone plays them. A similar effect will occur if you discourage something else mechanically. That is the entire substance of that argument.
Yep, exactly... And there nothing necessarily wrong with that. That's why employers have a list of experience and education requirements when they post a job opening. If you are going to do a job professionally, you should be good at what you do. That's why I've never had a problem with my players doing a little bit of optimizing -- I expect them to, to a certain degree. In most games, they are professional heroes and adventurers. They should be good at what they do. If they weren't, they'd stay home and be NPCs.
What I said is that you don't get to pick whether you get compelled. You make a character concept and then you get whatever compels are appropriate for that concept. Even self-compels depend on GM fiat. If you have the power to avoid a compel effortlessly, then you don't get that compel.
Also: I may have given the impression that I believe compels are a good thing. I don't. Compels are neither good nor bad, they're just a thing. Opening yourself up to them has its benefits perfectly negated by its drawbacks.
From my point of view, it seemed like you were over-emphasizing compels as the only way to make a troublesome situation happen for the players -- in this instance, claws or a weapon being noticed by a bouncer.
But, then...
And Mr. Death, you seem to be suggesting that we bend/break the game deliberately, in order to control player behaviour. And you know what? That's okay. That's a standard part of game design.
But I see no sensible reason to bend/break the game against people with weird natural weapons. That sort of thing should be reserved for when it's really necessary and when it can be done elegantly.
That's speaks to what I was trying to get at earlier: In my view, at least, Aspects are there, purposefully, to allow the players and GM to break/bend the game deliberately in order to control player (or NPC) behavior... Especially when it comes to compels. Compels are there to try to force a player into a certain type of behavior, or to avoid a certain type of behavior. They concretely reward the player when they do what you what them to, and penalize them when they don't. And you know what? That's okay.
But, by the same respect, I saw no reason to compel a character with weird natural weapons, unless it's really necessary and can be done elegantly.
Is that all clear now?
Clearer, at least...
PS: Does anyone actually care this much about Claws? This has been about deeper principles, I thought.
I don't, at least... For me, it was partially about "What's the big deal about changing the fluff on a power, so long as the mechanics stay the same?" and then later trying to understand "How, when and why should we be using compels?"