Question about Precognition (XP/Troubleshooters) [GMs only!]
Precognition is, of course, not recommended to be given out to players and is placed within the "Mutations for NPCs" section of the rulebook. I've thinking about using it though in a future scenario (likely for an NPC, but might also give it out to a PC as well to see what might happens), so I've read the rulebook to see what it has to say about it.
According to the rulebook, Precognition doesn't actually allow you to flawlessly predict the future. If it could, it would imply the future is fixed and rather deterministic, a metaphysical statement which the rulebook writers disagreed with. In fact, the authors specifically wrote "The future is not rigidly determined—intelligent, self-aware beings may always change the course of the future."
What Precognition does is that it determines whether a specific action is 'right' or 'wrong' for someone to do, based on a "limited ability to forsee the future". This determination is influenced by the mutant's own conscious and subconscious desires (so if the mutant likes eating Hot Fun a lot, and he's standing right next to a big tub of Hot Fun, then the mutant may think that the 'right' action is to try to eat that big tub of Hot Fun), so it's up to the mutant to decide how to interpret the visions of his mutant power.
The problem I have here is that this interpretation appears to nerf Precognition...by a lot. Many people indeed have a "limited ability to forsee the future" and are able to make predictions about the future (for example, someone may say "Tomorrow, the sun will rise from the east and set in the west", and will likely be correct). In fact, there's an entire career-path for people who like to make predictions about the future - punditry. Now, a pundit's prediction may sometimes be completely wrong (possibly because their predictions are also swayed by the pundit's own conscious and subconscious desires), but that's okay - mutants with Precognition can also be completely wrong as well. We humans can indeed make predictions about the future - just not flawless ones.
So, to have a mutant power that essentially duplicate what actual humans can do...well, that doesn't sound, er, fair. Or interesting. As the GM, I could essentially override the rulebook's interpretation and come up with my own viewpoint about Precognition. But I don't necessarily want to do that - especially since the alternative (flawless predictions) can lead to colossal GMing headaches. My question is this: How would you make Precognition interesting, keeping with the limit of the rulebook's interpretation?
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