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  1. Folks, I have some questions for the Aberrant players here, especially those who have played in high-powered chronicles. You see, one of the topics I'm writing up in Aberrant: Nexus - which is about 60% written at this point - will be guidelines for playing high-powered novas and making such chronicles as fun for everyone as possible. This matter was touched on in the "Power Isn't Everything" gray sidebar on p. 67 of the Aberrant Players Guide, but apparently it did not go anywhere near as far as it should have. I'd like to correct that, & it looks like this ebook will be my last shot at doing so. I also write this after having read the archive for the "Children of Quantum Fire" game held here at RPGPost. From what I can tell - and please do correct me if I'm mistaken - not everyone who played in that game found it as satisfying as it should have been. So there's me second impetus to correct this error. So my questions are as follows: 1- What were the problems with playing high-powered novas - 2ndGen or otherwise - that you encountered? Were they due to the geopolitical situation of Earth in Aberrant regarding powerful novas, or something else? 2- What do you suggest that a Storyteller could do to fix those problems? 3- If not everyone was getting the type and level of role-playing action they desired, what could a Storyteller do - either before the gaming begins or during it - to fix that? If you have any other relevant comments, feel free to add them in also _ I might have missed something important.
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