On 14 Dec 00, at 22:12, The White Crow wrote: > I have less problem with that aspect than I do when magic/superpowers > come into the equation. I work around the social issues of the > players, taking them into account in dealing with NPC reactions. Either you don't have players with social issues, or you've learned to deal well with cognitive dissonance when NPC's react in a manner that wouldn't normally follow from the player's actual words/actions. But that's a side issue. > But this is getting the PCs to act according to NPC influences. > THere's a mechanic in the game for it, but that's not an answer. If it > were a mind control power they'd be fine with it. Ok, not *fine* with > it, but they'd understand even as they griped about how much they hate > mind control. ;) But getting them to accept that the bad guy tells > them not to shoot, and having them do it--that's the hard thing. That, to me, falls under "poor roleplaying." Otherwise-good roleplayers seem to have a blind-spot in that area. It's a control issue. They can accept when their character fails physically better than mentally. Part of it is cultural - we can deal with physical illness better than mental, physical disabilities better than mental, etc. By extension, the character's mind is inviolate to a lot of people - outright mind control is borderline all right, because it takes free will (and thus responsibility) away from the character. > I don't want to rely on a die roll. So how does one get across that > the characters would be feeling something (even if it is of unnatural > origin, they won't know that) without "forcing" them to abide by a > straight mechanic? It sounds to me like your players won't do it without being forced. I'd venture to say that's typical. ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/


