You know it's already BS when the crp starts off like this.
Situation 1: Opponent is perfectly healthy and moving. "He squeezed the trigger and shot his head. (2/2)". Where the gunner implied that after doing a (2/2) cast time gave him the advantage to guarantee a hit. But of course that still varies on the situation. POWERGAMING
Situation 2: A sniper aiming at a magic user.
Player 1: He stops breathing, stabilizing his crosshair aimed at her legs, then pulled the trigger. (8/8)
Player 2: She heard the whistling of the bullet in the wind. She turns around and casts a dimensional teleporter to block the bullet. BS clearly powergaming because no one blocks an 8/8 attack instantly unprepared. In this case while the sniper is preparing for X/8 f** do an intuition roll.
In conclusion just be fucking fair and do a cast time on actions that greatly impact crp.
A more general guideline that may help is to remember to consider whether a particular situation makes sense. CoffeeCat shared two of these examples above: one is a case in which the player's character attempts to force a hit - compounded by the fact that only two 'ticks' of the RP setting's time had passed - and the other involves responding incorrectly to a situation.
Remembering the realistic aspect ensures that the situation is more sensible, interesting, and enjoyable for everybody. In the case of the gunner, one possible solution for the player is to have their character be more noisy or clumsy with their shot; essentially, allowing the opponent characters to respond is a good way for all involved parties to enjoy the RP scenario. Even in the second situation, this can be influenced by the player of the defending character. The magic user can either take a fair hit, perform a perception check to anticipate the bullet before it is fired, allow paranoid thinking to protect them somehow - if their character's personality permits it, and depending on the details of the situation - or other similar actions. In cases of doubt or disputes, it is always wise to carry dice; a random roll often makes things interesting.
In some ways, it is understandable that CRP is often not as smooth or enjoyable as its participants would like it to be; magic is not particularly definitive, ranged often consists of near-instant-hit bullets or similar, and melee is usually at a disadvantage against both. However, this does not mean that it is irredeemable; in fact, in order to add to CoffeeCat's points, the best way to encourage enjoyable RP - and, more relevantly, CRP - is to avoid forcing actions onto others' characters, consider realism, and use dice for a more random aspect to the scenario.
In all honesty, the second situation posed by Coffee cat would not be seen as powergaming unless the fight had begun already due to our crp and consent rules, but that is besides the point. On top of what has already been pointed out, we can define powergaming as not only the act of imposing your actions on other players and expecting them to be absolute without taking the situation or the reactions into account, but also possessing any of the following:
- Omnipotence (or a lesser version): Your character can not do everything he wishes for. In fact, it should be far from this to be at an acceptable "power level" to even consider participating in CRP. In this case, too much power is a bad thing.
- Omnipresence: Your character is only in one place. You can partially bypass this limitation in case your character can clone itself and achieve to be multiple locations at once. However, having an intangible presence everywhere that sees all is not only extremely limiting and unfair to everybody trying to be sneaky, but it would most likely be tagged as severe metagaming.
- Omniscience: Your character can not know everything. No buts about it. This also encapsulates the power of foresight to a lesser extent.
Other examples of powergame-y attitude:
- Your character conveniently leads or is a big fish in an extremely important institution (for example, the vanilla protectorate) and played a very important role in it, but there is no record of that anywhere else.
- Your armor conveniently adapts depending on the fight you are having (aka reactive armor, magical armor, etc), does not have a clear weakness or it seems to change depending on the opponent you are facing (without active changes made by the player).
- Your character gets by using 0'01% of his real power and can conveniently unlock power further beyond its initial potential during fights even if such ability has never before been described or used to that degree (aka infinite power levels get boring after the first three).
- (Magic users only) Your character has a spell for literally everything. Need to set a tree on fire? Apply a debuff? Heal yourself in an instant? Dodge a fast projectile? Clean your butt after eating tacos? You got it all. Ah, and if a brand new attack you have never seen before or reacted to in the past happens, your character is so proficient with the arcane that they can make a brand new convenient spell to get out of such a situation.
- (Tech users) Your character has flashy implants that are very convenient. Despite it usually only lifting what a normal person lifts, during combat it can lift 500Kg for some reason. And it is also impact proof, flame proof and can shoot lasers with an infinite energy supply.
- Your character has an absolute immunity to something. Unless that something is weak or that the reasoning behind this is very logical (for example, a character who is made of air, such a wind elemental being immune to most forms of physical damage) this is a very convenient card to pull in confrontations.
Long story short, follow the rules, don't be a butt and play your character like you wish other people played their own. That will definitely reduce the ammount of incidents you will encounter while fighting other players in CRP. A last tip I can share is to only fight characters (or users) you know about, and that if you do not feel confident that they will be fair to you in a fight, you refuse to fight them and point them to the CRP consent rules.