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MichaelOrton
Michael Orton

Mon

Jan 1
2001

18:22

Persuasion and PCs

A chap I game with on a regualr basis came up with an excelent way out of
the Mind Control problem.

All the major characters have become "the party" becuase they all have the
attribute "Ironwilled".   As such they are all completely imune to all forms
of mental control.

There is also a team of "bad guys", who pop up every so often, with the same
common attribute. However, because they are the bad guys they are required
to hatch implasuible plots (which we cannot possibly escape from) so they
can tell us all about their masterplans just before we die (or rather - we
walk out though the gaping hole in the logic).   You don't need mental
powers to control them, they respond to environmental stimuli anyway.

The snag is that each of these egomaniacs has a competant second in command.
These folk are not "Ironwilled", they just know what's going on and react
sensiby.   As such they are ussually far more dangerous!

However, the rest of the time it is sufficient for the GM to pass the player
a private note explining the situation.

My character in the world mentioned above is the avatar of the Great Cat.
One adventure we happened to rescue the egg of the long lost avatar of the
Bird spirit.   The rest of the party thought it was only "The Phoenix", I
was advised of the full details by private note.

It took the rest of the party sometime to realise that the only reason I
wanted to get the egg hatched was so I could kill the Bird myself.   I
couldn't just smash the egg - being the Cat I was required to play with my
prey first.   (Sylvester isn't allowed to kill Tweety-Pie outright...)

Rgds to All,
Michael.


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