Board Thread:Warhammer 40k Roleplay/@comment-24821739-20140418045408

I have Created this thread in an attempt to keep my long winded self off of http://warhammer40k.wikia.com/wiki/Thread:50057, as I have posted multiple thousands of words there, and I don't want to step on anyone's toes.

This thread is for discussing and compartmentalizing rules/guidelines for Role-Playing with a Game Master (Non-Player) I have over 13 years experience in table top roleplaying games that require a GM, and I have been GM on multiple occasions. If you have any questions, feel more than welcome to post on this thread. I will be writing the guidelines/rules over time. Break them If you want, it's just ideas to make RP easier, and less hectic.

1st Guideline - Since Vulture seems to everyone as the ultimate Role-Playing Over-Powered character, I have written this rule/guideline, to keep OP to a minimum and balance the players as much as possible.

In a direct Game Master RP this rule should be enacted.

OVER-POWER Characters and Abilities: If someone wants to use OP characters it MUST be authorized by the GM, who will then accept/deny/change the use of the mentioned abilities. (With imput from the player, try to find a compromise. DO NOT tell others how to play their characters, that's a fight no one wants.)

If the GM finds that the RP is becoming unfair because of said character, the GM will:

1): Will warn the player about the problem being caused by it.

2): Notify the ability/character needs to be changed for the good of story progression.

However, if it continues to be a problem, the GM is allowed to:

1): Remove the ability for one that is less OP and more player friendly. (The character's owner will be notified, and their thoughts taken into consideration of different abilities.)

'''REMEMBER: This sounds very OP in and of itself, however the GM is essentially the ultimate being in the universe you are playing. It's their story to tell, you are just there to alter it. GM's create the world/universe/sector you are playing in, they make a few storylines for you to follow. A few personalized aformentioned "Hooks". Then they let your characters do what they do best, make changes. The GM then has to alter the story accordingly. Keeping as many players happy as possible, while never just "giving" the players anything. A good GM makes players work for their advanced abilities/equipment/legendary items. Nothing should just be handed out.'''  