[quote=“GlyphGryph, post:14, topic:2779”]Note that it’s specifically actionless psionics I’m against.
Telepathy that is actually “these monsters have an organ that can generate and receive electromagnetic signals (or you mutating the same organ) which allows detection of other such organisms and basic communication through manipulation of these broadcast signals” is okay with me. It can even get a lot weirder than that. But it should at least be explainable with some sort of psuedo-science if not real science, and each instance should be limited in scope and explainable on it’s own without conflicting with anything else. Because an action means we can do interesting stuff like provide the player a way to create a device that can track and intercept these “psychic” powers.
The problem with psionics is that there’s nothing you can do with classic “psionics” psionics that can’t be done better and work more effectively at enhancing the games thematics by replacing it with something that has a legitimate cause-of-action. For ESP, we have a variety of actionful ways to expand the characters sensory range - for most of the energy-based psychic powers, we have plenty of ways to pseudomagically shoot lightning and fire.
If you want to create some extradimensional based psuedoscience reason for something psychic-like, fine, but ensure that it has an actionable element, like all the psionic analogues we have already - if we can avoid taking cheap shortcuts, we should, and if we can’t, we should avoid going there altogether. The key is that we don’t want to make normal “humans” special magical beasts or ascribe some magical power to their soul, which is what most psionics is about doing.[/quote]
Ok I see, fuck it lets bioshock it Gene-splicing drugs for everyone weee.
But in all seriousness I can see where your coming from it’s a science-fiction game and I some times forget that.