
Where does one find a definition of 'weak' when it pertains to characters? If you're playing 2nd Ed AD&D, is it one without 18's in every stat? Or for GURPS it's a 150 pointer with no points spent buying attributes up but a broad base of skills related to being a "realistic" type of character? I think it's part of the 'contract' between the GM and the players to explain *what* general types of characters are expected, within the genre and system being played. A computer hacker with IQ 20, HT 6, computer hacking at 25+, no gun skills and pacifism:can not kill is out of place in a Gurps:Black OPs game as a PC, though as long as the player is having fun and does not mind when the game drops to the grind of an extended firefight against a sewer fluke, then why not allow it? I, as GM, try to juggle the game to give everyone something to do in a play session, even if that means that some players are going to be bored when they are not on center stage (since we're using TV, theater and movie analogies). That's when they go for a snack (or to the bathroom). Sometimes it just doesn't work. My players expressed an interest in an 'X- files" type of game. I worked out a pretty complex set of interlocking conspiracies, very illuminati-ish. Way too long story - the players were actually looking more for a "Black OPs" type of game (find the wierdness and SHOOT TO KILL) than I had prepared, and the game died after only a couple of sessions. As we've grown more used to the play styles of our troupe, we have started allowing players to have two characters. Originally it was just a backup character, in case something tragically unexpected happened, but more and more the "backup" characters have become part of the game, rather than a plot contrivance. As long as the 'backup' character is not just a clone of the original (Paranoia, anyone), and the player can convincingly pull off the roleplaying of the two characters, then this style of multiplay can work. I can only speak from experience with the games I've participated in over the last 17 years (ghods has it been that long?), but the player who is willing to try the "weak" or "interesting" character is more likely to be able to convincingly multiplay. ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
Ok, here's a new topic that I face Friday eve (and in general). I'm running a Brave New World game (if, by the strangest coincidence, any of my players are on this list, you may go away now. Not for you.). It's a superhero game, with very low-level powers. One of the powers available adds to a char's charm/persuasion rolls. Described in the text as "someone who can sell ice makers to Eskimos." It isn't mind control, but rather that whatever they say seems to be reasonable. The PCs are going up against one of these types of chars in the next confrontation (may not be a fight...you never know with these guys). I hate to have everything come down to a die roll: "Roll your Scrutinize vs his Charm." That is anti-climactic, let's the players know Something Is Up, and many players hate being told how their char reacts. Now, it is a superpower, but I don't want to be too obvious about it. It isn't supposed to be an obvious kind of thing. My plan as of now is to allow them to react as they wish as long as they aren't completely against the situation...and make them roll otherwise. Sure, they'll get bonuses for it being a tense situation, but even still...this is a power after all. I don't even know if I've explained the problem well. It is an issue in any game where there are rules for influence, etc. The players get to roll to use the same powers on the NPCs, but you shouldn't dare ask them to roll against an NPCs attempt. And sometimes, they refuse to react when the NPCs do the same things they do (Intimidation has been, on occasion, a great example of this. The PCs can intimidate all they want and get huffy if it doesn't work...but they are *never* intimidated). Any thoughts or advice? Thanks, Jennifer The White Crow FUDGE Deryni and Brave New World stuff: http://www.io.com/~whytcrow/ "I love being married. It's so great to find that one special person you want to annoy for the rest of your life." -- Rita Rudner ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
On 14 Dec 00, at 14:50, whytcrow@io.com wrote: > I hate to have everything come down to a die roll: "Roll your > Scrutinize vs his Charm." That is anti-climactic, let's the players Unless your players are very good at firewalling - or they're in pbem where there's a sort of natural insulating effect - I'd be tempted to say this is something that can't be done. It's the tip of the iceberg for the entire "character social skills vs. player social skills" monstrosity. If your character hasGreat Glibness and your player has a stutter, what /can/ you do? ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
At 10:33 PM 12/14/2000, you wrote: >On 14 Dec 00, at 14:50, whytcrow@io.com wrote: > > > I hate to have everything come down to a die roll: "Roll your > > Scrutinize vs his Charm." That is anti-climactic, let's the players > >Unless your players are very good at firewalling - or they're in >pbem where there's a sort of natural insulating effect - I'd be >tempted to say this is something that can't be done. > >It's the tip of the iceberg for the entire "character social skills vs. >player social skills" monstrosity. If your character hasGreat >Glibness and your player has a stutter, what /can/ you do? 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. 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. 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? Jennifer ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
Jennifer, How about if you have them make the roll (or you can make it) and if the character believes what is being said, tell the player, "You know, Dr. Awesome believes that pigs are flying. What does he do about it?" That way you've narrowed the framework of the player's response to a reaction as opposed to an action. Presumably the players could deal with roleplaying a silenced or immobilized character; they should be able to handle one who is "under the influence". Joe ---> wrote: >Ok, here's a new topic that I face Friday eve (and in general). I'm >running a Brave New World game (if, by the strangest coincidence, any >of my players are on this list, you may go away now. Not for you.). >It's a superhero game, with very low-level powers. One of the powers >available adds to a char's charm/persuasion rolls. Described in the >text as "someone who can sell ice makers to Eskimos." > >It isn't mind control, but rather that whatever they say seems to be >reasonable. The PCs are going up against one of these types of chars >in the next confrontation (may not be a fight...you never know with >these guys). > >I hate to have everything come down to a die roll: "Roll your >Scrutinize vs his Charm." That is anti-climactic, let's the players >know Something Is Up, and many players hate being told how their char >reacts. Now, it is a superpower, but I don't want to be too obvious >about it. It isn't supposed to be an obvious kind of thing. > >My plan as of now is to allow them to react as they wish as long as >they aren't completely against the situation...and make them roll >otherwise. Sure, they'll get bonuses for it being a tense situation, >but even still...this is a power after all. > >I don't even know if I've explained the problem well. It is an issue >in any game where there are rules for influence, etc. The players >get to roll to use the same powers on the NPCs, but you shouldn't >dare ask them to roll against an NPCs attempt. And sometimes, they >refuse to react when the NPCs do the same things they do >(Intimidation has been, on occasion, a great example of this. The >PCs can intimidate all they want and get huffy if it doesn't >work...but they are *never* intimidated). > >Any thoughts or advice? > >Thanks, >Jennifer >The White Crow >FUDGE Deryni and Brave New World stuff: >http://www.io.com/~whytcrow/ >"I love being married. It's so great to find that one special person you >want to annoy for the rest of your life." -- Rita Rudner >---------------------------------------------------------------- >GMAST Home Page: http://www.phoenyx.net/gmast/ _____________________________________________________________ wotmania: Your number one source for The Wheel of Time. http://wotmania.com ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
-----Original Message----- From: magister@wotmania.com>Jennifer, > >How about if you have them make the roll (or you can make it) and if the character believes what is being said, tell the player, "You know, Dr. Awesome believes that pigs are flying. What does he do about it?" That way you've narrowed the framework of the player's response to a reaction as opposed to an action. Presumably the players could deal with roleplaying a silenced or immobilized character; they should be able to handle one who is "under the influence". > >Joe That is some incredibly good advice, I have done that sort of thing with players, but I sure couldn't figure out how to quantify and explain it when Jennifer asked. . . I never quite thought of it in the words you used and I think you did an excellent job. I try not to shoehorn players in any way, but telling them something about their character and trusting them to act upon it is the best way. Only if they violate this trust will I start to get pushy about their actions. Later, Ryan Fisk voivode@voyager.net ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
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/
I find that the best way to work out "scrutinize vs his charm" situations is to let the characters describe what they do, say, think, etc. If they say something that makes sense, like, "I notice that Bob's been acting funny when he's around [NPC with supercharm], so I'm going to try to concentrate on carrots when I talk to him", I'll give them some kind of bonus to their die roll. It works pretty well, and it rewards the PC's who's players are observant. ----- Original Message ----- From: M. Jason KnightTo: Sent: Thursday, December 14, 2000 10:33 PM Subject: Re: GM: Persuasion and PCs > On 14 Dec 00, at 14:50, whytcrow@io.com wrote: > > > I hate to have everything come down to a die roll: "Roll your > > Scrutinize vs his Charm." That is anti-climactic, let's the players > > Unless your players are very good at firewalling - or they're in > pbem where there's a sort of natural insulating effect - I'd be > tempted to say this is something that can't be done. > > It's the tip of the iceberg for the entire "character social skills vs. > player social skills" monstrosity. If your character hasGreat > Glibness and your player has a stutter, what /can/ you do? > > ---------------------------------------------------------------- > GMAST Home Page: http://www.phoenyx.net/gmast/ > ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
At 06:17 PM 12/22/2000, you wrote: >I find that the best way to work out "scrutinize vs his charm" situations is >to let the characters describe what they do, say, think, etc. If they say >something that makes sense, like, "I notice that Bob's been acting funny >when he's around [NPC with supercharm], so I'm going to try to concentrate >on carrots when I talk to him", I'll give them some kind of bonus to their >die roll. > >It works pretty well, and it rewards the PC's who's players are observant. I'm not sure that will work well with my players. It wasn't quite applicable to the situation--although, looking back on it, it could have been if they'd gone about it differently. For those that might care, here's how the situation played itself out in the finale of the Brave New World short campaign: I made them all roll the dice without telling them what it was for, at the very beginning of the session. I then looked at their sheets to figure out the appropriate skill level and dutifully wrote it all down. They went through the massive firefight with the henchmen, and then the bad guy comes out at the end and peacefully surrenders, speaking calmly and sounding reasonable. I tried every non-in-your-face technique I could think of to get across to them that it was a calm and reasonable situation. I described him, the impressions he gave off, the way he was speaking (even attempting to get it across in my own mannerisms, like a good little GM), and what not. They refused to come down off their "Grr, ug, we the PC good guys, you should be afraid of us!" attitude. "Tell us why you are doing this!" (Look menacingly at lethal arrow knocked in bow). He calmly gives his answer, and repeats "Either you must kill me or arrest me. Which is it going to be?" So I started getting a little more insistent. "Look, he seems so darn reasonable. You feel a little silly threatening him." Then they started saying "We knew there was going to be a Charmer! I get a roll!" I smiled and held up my little sheet with numbers on it. "You didn't make it." The one guy who'd rolled phenomenally started to squawk, but I pointed out to him that he'd been wounded pretty good and was currently being bandaged and not truly paying attention. He didn't argue with that. Being shot at close range makes even a PC a little out of it. They turned him over to the authorities. In the end, I'm not sure I'm happy with how it went, even as I'm not sure how I could have done it differently. Making the roll at the beginning was a good idea, and only one of them came (even with bonuses from knowing the possibility might be there) even close to getting what he would have needed -- and he was injured at the time and under medical care. But even still...I guess it was irritating that they didn't take any clues from what I was saying and only when I waved the Rules and the Dice Rolls at them did they fall in line with what I was trying to get across as the PC perception. It was frustrating. Jennifer ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
Two things occur to me about this example of the way the game went. 1) The pcs said 'We KNEW there was going to be a Charmer'. 2) That the person involved said she felt a little frustrated that the players didn't fall in line with what she considered obvious clues as to the way the game would be played. In reference to point 1), I'm wondering if mind control (or whatever you like to call something that externally the behaviour of a player's character) may be an overused motif in the game. In reference to point 2), however, the DM has no need to become frustrated, because the situation that the DM offers is up to the players to interpret and offer interesting new insights. As an ideal, anyway. It seems to me that the thing that the DM DOESN'T ever really need to do is define the behaviour of the pcs. That, after all, is in the province of the player. If a player isn't playing the game, but simply going through the motions, then the situation has failed to capture their imagination, and take them into a new role playing environment. By and large, players (at least in my experience) are very keen to attempt something new and untested, to find out how the world works, and to find a new direction to move in. That direction can be something that the DM offers them with something new, like the situation where the players must find a way around the obstacle that confronts them. If, on the other hand, the obstacle is insuperable, then you haven't created something that they can interact with, really. You've merely INSTRUCTED them in the direction that they MUST take. Making the players roll dice at the beginning of the game doesn't really mean anything, either. Role playing games are not about 'transparency of administration'. They're about sharing a fantasy of one sort or another. If you're going to use dice, then I would suggest that they be used to do the thing that they were designed to do, to wit, raise tension. If you want players to behave in a particular fashion, then you must actually manipulate the situation so that they feel that the new direction is one that is in line with the natural flow of the game, from the point of view of their character. Not from the point of view of the DM. That deus ex machina should be reserved for especially difficult situations. The White Crow wrote: > At 06:17 PM 12/22/2000, you wrote: > >I find that the best way to work out "scrutinize vs his charm" situations is > >to let the characters describe what they do, say, think, etc. If they say > >something that makes sense, like, "I notice that Bob's been acting funny > >when he's around [NPC with supercharm], so I'm going to try to concentrate > >on carrots when I talk to him", I'll give them some kind of bonus to their > >die roll. > > > >It works pretty well, and it rewards the PC's who's players are observant. > > I'm not sure that will work well with my players. It wasn't quite > applicable to the situation--although, looking back on it, it could have > been if they'd gone about it differently. > > For those that might care, here's how the situation played itself out in > the finale of the Brave New World short campaign: > > I made them all roll the dice without telling them what it was for, at the > very beginning of the session. I then looked at their sheets to figure out > the appropriate skill level and dutifully wrote it all down. > > They went through the massive firefight with the henchmen, and then the bad > guy comes out at the end and peacefully surrenders, speaking calmly and > sounding reasonable. I tried every non-in-your-face technique I could > think of to get across to them that it was a calm and reasonable > situation. I described him, the impressions he gave off, the way he was > speaking (even attempting to get it across in my own mannerisms, like a > good little GM), and what not. > > They refused to come down off their "Grr, ug, we the PC good guys, you > should be afraid of us!" attitude. "Tell us why you are doing > this!" (Look menacingly at lethal arrow knocked in bow). He calmly gives > his answer, and repeats "Either you must kill me or arrest me. Which is it > going to be?" > > So I started getting a little more insistent. "Look, he seems so darn > reasonable. You feel a little silly threatening him." > > Then they started saying "We knew there was going to be a Charmer! I get a > roll!" I smiled and held up my little sheet with numbers on it. "You > didn't make it." The one guy who'd rolled phenomenally started to squawk, > but I pointed out to him that he'd been wounded pretty good and was > currently being bandaged and not truly paying attention. He didn't argue > with that. Being shot at close range makes even a PC a little out of > it. They turned him over to the authorities. > > In the end, I'm not sure I'm happy with how it went, even as I'm not sure > how I could have done it differently. Making the roll at the beginning was > a good idea, and only one of them came (even with bonuses from knowing the > possibility might be there) even close to getting what he would have needed > -- and he was injured at the time and under medical care. But even > still...I guess it was irritating that they didn't take any clues from what > I was saying and only when I waved the Rules and the Dice Rolls at them did > they fall in line with what I was trying to get across as the PC > perception. It was frustrating. > > Jennifer > > ---------------------------------------------------------------- > GMAST Home Page: http://www.phoenyx.net/gmast/ ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
At 11:14 PM 12/23/2000, you wrote:
>Two things occur to me about this example of the way the game went.
>1) The pcs said 'We KNEW there was going to be a Charmer'.
Not the PCs. The players themselves. And only after I insisted that they
play along with their PCs perceptions. They didn't say anything like "Ah,
we'd discussed once a long time ago there might be a Charmer. This seems a
bit strange to me. I don't listen to his words, and try to concentrate on
the fact that he's a bad guy." Or even, "Hey guys, you know we discussed
whether this might be a Charmer -- don't listen to him!" They never made
any plans how to deal with it if their suspicions were true, never actually
mentioned anythign to each other in char after the first discussion on who
might be doing what (after they had nearly killed the first
semi-mind-controlled guy they'd tracked down, several sessions before).
Just the players complaining that they had to go along with this.
>2) That the person involved said she felt a little frustrated that the players
>didn't fall in line with what she considered obvious clues as to the way
>the game
>would be played.
Well, yes.
>In reference to point 1), I'm wondering if mind control (or whatever you
>like to
>call something that externally the behaviour of a player's character) may
>be an
>overused motif in the game.
Overused? That depends--depsite the fact that I have run Fudge Deryni for
2 1/2 years, a setting filled with people who can control your mind and
there's little way to prevent it, I've never had a problem with it in that
game. But in that case it is pretty much total control--in BNW, it is
*influence* that is available. The guy has the superhuman ability (to once
again quote the book) to "sell icemakers to Eskimos." He says things, and
you just find it hard to disbelieve. I don't think that if such a
construct exists in the hands of the PCs, that it can never exist in the
hands of any NPCs.
>In reference to point 2), however, the DM has no need to become frustrated,
>because the situation that the DM offers is up to the players to interpret and
>offer interesting new insights. As an ideal, anyway.
>It seems to me that the thing that the DM DOESN'T ever really need to do is
>define the behaviour of the pcs. That, after all, is in the province of the
>player. If a player isn't playing the game, but simply going through the
>motions,
>then the situation has failed to capture their imagination, and take them
>into a
>new role playing environment.
I understand this, but if the player is refusing to go along with the
perceptions of the char (the information is the purview of the GM), then is
it not up to the GM to step in? Just as you would when they aren't playing
their Heroic quirks (we had that problem too. Yeah, it's really heroic to
shoot the mind-controlled girlfriend of another PC in the chest with an
arrow. But that's another story).
I don't like telling the players how to play thier chars, but I think that
when it is violating a part of the setting/genre, I *need* to do so. I
just don't like it.
>By and large, players (at least in my experience) are very keen to attempt
>something new and untested, to find out how the world works, and to find a new
>direction to move in. That direction can be something that the DM offers them
>with something new, like the situation where the players must find a way
>around
>the obstacle that confronts them.
My players are very good about going outside the planned areas. I'm not
sure what this has to do with the question I had though...
>If, on the other hand, the obstacle is insuperable, then you haven't created
>something that they can interact with, really. You've merely INSTRUCTED
>them in
>the direction that they MUST take.
Of course. But sometimes realizing that a task is unsurmountable is part
of it -- they *were* dealing with someone out of their league...but instead
of working within the char's perceptions ("I'm a nice reasonable
guy...don't hurt me, be nice to me, turn me over to the authorities."),
they remained belligerant. They didn't try and talk their way out of it --
and they refused to play it until I forced the mechanic.
Maybe I'm not explaining what I feel is wrong very well. It's part of a
larger picture too, which I hadn't wanted to get into since I know where
the majority of *that* problem comes from, even if I have no idea how to
fix it and there really is no advice anyone can give me that can help [1]
>Making the players roll dice at the beginning of the game doesn't really mean
>anything, either. Role playing games are not about 'transparency of
>administration'. They're about sharing a fantasy of one sort or another. If
>you're going to use dice, then I would suggest that they be used to do the
>thing
>that they were designed to do, to wit, raise tension.
Yes, they are about "transparency" to some extent--you can't "share a
fantasy" and do complex calculations at teh same time (IMO, of
course). That's one reason why I generally play Fudge, and not Rolemaster
or GURPS. To me, Fudge is generally pretty transparent. I made them make
the roll so I didn't have to interrupt the tension/flow just to bring in
the mechanic, hoping I could pull off the "mood" well enough I wouldn't
have to use the mechanic at all. It didn't work.
I've never seen dice as being designed to raise tension. They sometimes
end up serving that purpose, although I think that's secondary to the true
purpose of dice: to add in a random element. The random element says
"will he or won't he." That's all I want from it. Tension comes from the
situation (Bob jumping over a chasm, Johnny trying to kill the bad guy with
a sword, Jane sneaking past the guards who will assuredly shoot her dead on
the spot if they notice her).
>If you want players to behave in a particular fashion, then you must actually
>manipulate the situation so that they feel that the new direction is one
>that is
>in line with the natural flow of the game, from the point of view of their
>character. Not from the point of view of the DM. That deus ex machina
>should be
>reserved for especially difficult situations.
The deux ex machina should *never* be used, IMO. Fudging yes, but not an
outright DEM (even if the only difference is feel). In a world where
anyone might have the possibility of mind control, it isn't a DEM to have
the NPCs have it, anymore than it would be if the PCs had it.
Jennifer
[1] Group dynamics is the issue. I'm really good friends with these
people, but I feel that they get into a bad spiral...they don't like taking
risks (boring), and their chars always have trouble with authority figures
who don't worship them. Apart, they seem much better...but as a group it
is the SOP. And it will be very hard for me to break up this dynamic
without hurting feelings. I'm workign on it, bit by bit. But I'm in the
position I've never had to deal with--they're your friends, they don't work
in the game, and you *can't* just say "get out."
----------------------------------------------------------------
GMAST Home Page: http://www.phoenyx.net/gmast/
> I don't like telling the players how to play thier chars, but I think that > when it is violating a part of the setting/genre, I *need* to do so. I > just don't like it. In this hobby of ours, it's common to emphasize "role-playing" over "game". Occasionally, I have to remind myself and my players that there is a game aspect to this and that, regardless of how much they don't like it, there will be occasions where their characters' actions may not be their of their own choice for a period of time. It has to boil down to a matter of player/GM trust; I'm very lucky in that I have players who trust the GM (me) to not mess with their characters arbitrarily or capriciously, and in turn, I give the players a lot of leeway in other areas, f'rinstance, I'll always give a bonus to a well-described combat move and my players are free to make up little details of a battle scene that work for their (slight advantage). This last bit requires a touch of explanation. I'd set up a situation where a superpowered "brick" was confronted by a host of "superagent" types (low-level goons with high-tech gear). The setting was a city street. The player said, "OK, Nemesis picks up a manhole cover, says "Can't we DISCUS this?" and throws the manhole cover frisbee-style at the goons, trying to knock several over. Now, I hadn't specified that a manhole cover was present, the brick had no ranged attack powers (this was Champions), and I hadn't really planned for this approach to combat, but I let it happen because it worked. Later, when Nemesis encountered the Blood Red King and was paralyzed with fright, the player understood that it served the story and went with it without trying to break free every phase. At least that's how these things work for me. Theron Houston ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
In a message dated Sun, 24 Dec 2000 1:31:41 PM Eastern Standard Time, The White Crowwrites: >>Two things occur to me about this example of the way >>the game went. >>1) The pcs said 'We KNEW there was going to be a >>Charmer'. >Not the PCs. The players themselves. And only after >I insisted that they play along with their PCs >perceptions. They didn't say anything like "Ah, >we'd discussed once a long time ago there might be a >Charmer. This seems a bit strange to me. I don't >listen to his words, and try to concentrate on the >fact that he's a bad guy." Or even, "Hey guys, you >know we discussed whether this might be a Charmer -- >don't listen to him!" They never made any plans how >to deal with it if their suspicions were true, never >actually mentioned anythign to each other in char >after the first discussion on who might be doing what >(after they had nearly killed the first semi-mind- >controlled guy they'd tracked down, several sessions >before). > >Just the players complaining that they had to go along >with this. Okay...if you explained to them that they charmed in the first place, maybe they would have role-played things a little better? In my experience, if you tell a PC how their character feels, without this explanation, they'll rebel against it. It's simply not the GM's job to tell a player how their character feels about a particular topic/person/setting, etc. unless there is a magical affect that is affecting the characters. In that latter case, this should probably be explained when the affect first reveals itself (i.e. when it is cast upon them, they enter the area of affect, etc.). >>2) That the person involved said she felt a little >>frustrated that the players didn't fall in line with >>what she considered obvious clues as to the way the >>game would be played. > >Well, yes. My suggestion is that your clues were not necessary. A quick explanation that they were being charmed should have been enough...if they still balked after being informed that they were under a magical suggestion, well, those players need to be proverbially spanked for bad role-playing. >I understand this, but if the player is refusing to go >along with the perceptions of the char (the >information is the purview of the GM), then is it not >up to the GM to step in? Just as you would when they >aren't playing their Heroic quirks (we had that >problem too. Yeah, it's really heroic to shoot the >mind-controlled girlfriend of another PC in the chest >with an arrow. But that's another story). If they're not playing their Heroic quirks, then you certainly need to step in (a problem I have in point-enforced disadvantages...it kinda spoils the dramatic ideal of a dynamic character...unless you spend XP or something to get rid of it). But that's a situation where the PC _should_ know better. If they walk into a room and you tell them they feel creepy, you've failed as a GM. Describe the room in creepy detail, with leering gargoyles and lichen-colored flooring or something, but don't just tell them their characters feel "creepy." That's a cop-out. In this situation, they had no reason to feel the way you described, other than your description. If they feel their characters are relentless in their pursuit of the villain and you tell them they're not, they've got to have a reason supplied to them as to why. >I don't like telling the players how to play thier >chars, but I think that when it is violating a part of >the setting/genre, I *need* to do so. I just don't >like it. Well, if they're supposed to be good guys and are rummaging through the coffers of the Grand Temple of All Good to supplementing their income, they're not playing their characters. Basically, if they can't imagine themselves as their characters and act like the game is a role-playing game, you need to start docking XP. Explain to them why they're getting penalized (for poor role playing). But, again, if you try to tell them directly how they are acting, you need to deduct XP from yourself :) There's a very, very fine line between expecting good role play and forcing the PCs to act in the way you think they should act. >My players are very good about going outside the >planned areas. I'm not sure what this has to do with >the question I had though... That's a good thing (going outside the planned areas). Unless, of course, you get the feeling that they're doing it just to spite you (in which case you need to have a loooong talk with your players). >Of course. But sometimes realizing that a task is >unsurmountable is part of it -- they *were* dealing >with someone out of their league...but instead of >working within the char's perceptions ("I'm a nice >reasonable guy...don't hurt me, be nice to me, turn me >over to the authorities."), they remained >belligerant. They didn't try and talk their way out >of it -- and they refused to play it until I forced >the mechanic. Well, if they felt their characters would remain belligerent when confronted with the central villain of the story, and had no reason to think they would be acting otherwise (i.e. acting strangely because of magic), then they did exactly what they should...play their characters. >Maybe I'm not explaining what I feel is wrong very >well. It's part of a larger picture too, which I >hadn't wanted to get into since I know where >the majority of *that* problem comes from, even if I >have no idea how to fix it and there really is no >advice anyone can give me that can help [1] Not true...moving footnote to this location so it can be addressed... >[1] Group dynamics is the issue. I'm really good >friends with these people, but I feel that they get >into a bad spiral...they don't like taking risks >(boring), and their chars always have trouble with >authority figures who don't worship them. Apart, they >seem much better...but as a group it is the SOP. And >it will be very hard for me to break up this dynamic >without hurting feelings. I'm workign on it, bit by >bit. But I'm in the position I've never had to deal >with--they're your friends, they don't work in the >game, and you *can't* just say "get out." Okay...finding new players (my first inclination) isn't an option. No problem. If they don't deal well with authority figures...no big deal. They don't get the perks of being on the good side of those in charge and have to deal with those consequences. If the authority figure in question is a "good guy," he decides not to ask for their help on a particular quest (the night's adventure is out the window), won't render assistance when they get into trouble, etc. Maybe word gets around that they're mean-spirited anarchists and prices in the local general store start going up (just for them, of course). If the authority figure is a "bad guy," maybe he gets so insulted as to have them arrested. Or maybe he hires an assassin to take the most belligerent person out. The important thing to remember is that authority figures are there for a reason. Either they're the most powerful person in the region, are allied to powerful people, are well respected or are wealthy enough to do what is needed. As far as not taking risks...fine, let 'em go the safe path. Create a group of NPC adventurers who take the risky adventures and show the PCs how successful these guys are. Let 'em know that the two coppers they've got to clink together are due to a desire to play it safe, while the gold the other adventurers throw around regularly is there because they take the risks. Of course, let them also know that with risk comes danger. Have a member of that rival party die during a particularly hard adventure or what-have-you. The basic premise here is that if they don't want to work within the confines of society or take the risks that their profession requires, they need to feel the effects of this. Maybe the adventure you had planned will never be run, because they decided it was too risky. That's okay...that's one of the challenging aspects of GMing. >Yes, they are about "transparency" to some extent--you >can't "share a fantasy" and do complex calculations at >teh same time (IMO, of course). That's one reason why >I generally play Fudge, and not Rolemaster or GURPS. >To me, Fudge is generally pretty transparent. I made >them make the roll so I didn't have to interrupt the >tension/flow just to bring in the mechanic, hoping I >could pull off the "mood" well enough I wouldn't >have to use the mechanic at all. It didn't work. Dice, in my opinion, are a necessary part of RPGs and can be used to create dramatic tension in the players. Personally, I think trying to limit rules and dice rolling to be a bit of an anathema to gaming (played Amber once...thought it sucked). Don't get too much into the "collective storytelling" side of RPGs; of course, don't make it into a video game, either. >In a world where anyone might have the possibility of >mind control, it isn't a DEM to have the NPCs have it, >anymore than it would be if the PCs had it. I don't think mind control is a DEM, as long as it is used sparingly. If every villain they run across can do it, it's over-used. That doesn't seem to be the situation in this case, so I'll let this part of the discussion drop. Hope this helps...I'd like you to explore the over-all problem you're having with the group in a little more detail. There's no such thing as a problem in gaming that can't be solved through discussion. Speaking of which, have you talked to your players about any of this yet? An open and honest discussion between friends might go a long way. Lucifer >:} ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
*phew* Just caught up on the email after that huge explosion... things haven't been going well for me to keep up! Anyway, on to an idea... From:> > Okay...if you explained to them that they charmed in the first place, maybe > they would have role-played things a little better? In my experience, if you > tell a PC how their character feels, without this explanation, they'll rebel > against it. It's simply not the GM's job to tell a player how their > character feels about a particular topic/person/setting, etc. unless there is > a magical affect that is affecting the characters. In that latter case, this > should probably be explained when the affect first reveals itself (i.e. when > it is cast upon them, they enter the area of affect, etc.). > Wish I'd caught this thread earlier on... A suggestion, which I realize is after the fact. When I'm dealing with a situation like this, I'm big on one-on-one work. In fact, for your overall difficulty, I'd use a similar approach. But first, this particular situation. I wouldn't have a problem making the rolls ahead of time. But to keep suspense, and get the characters to buy in, I'd play a little with it. For example, the scene begins, and you take note of who is talking to the guy. Say there are 5 PCs, and A,B,C,D are all talking to the NPC but E is bandaging his wounds. Okay, now which one of them failed the worst? Let's say its player B, so you take him aside and whisper to him that this NPC sounds reasonable... VERY reasonable... like if he said cliff jumping is in this year, he might go along with it. Be blunt or subtle, but get across the point that he is a) experiencing a supernatural/magical effect, and b) that you want him to roleplay it, to help keep the others in the dark longer. Then let it trickle along, slowly affecting people. Because once you've got the first one believing, you may never need to get the others aside. More buy-in from each player means less blunt work on your part. I'm a big fan of getting the playres to help me, even if I have to let one in on the secret. *smiles* And this has worked out *very* well for me. Now, on the overall example... If you're having difficulty with people roleplaying to the depth that you want, or even playing true to their characters, that may take some work. I've often done it with designing "mini-scenarios" for each player. I give it a break time. I say time's passing, and then shcedule a period of time, even a few hours, with each character to work with them and do some strictly RP plot. No dice, no rolls, all RP. It usually takes a few sessions. But I used this to get a friend to shift his focus from purely combat in a superhero game to really caring about what affected his character. It was when he realized that we'd spent two hours sitting on my bed, having an in-character conversation, and he'd never once thought about the fact that I *wasn't* his character's best friend -- a sophomore jock in college (I was a senior girl... most non-jockly) -- then I had him. And this has worked often for me throughout the years. But this is my babbling, and stories likely far too familiar to some people here (I've been around too long *chuckles*). D. "I ask for so little. Just fear me, love me, do as I say and I will be your slave." - Jareth, _Labyrinth_ ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
But this is my babbling, and stories likely far too familiar to some people here (I've been around too long *chuckles*). D. Deb, we all love hearing your stories. :) Never feel you need to cut short a reminiscense. You have forgotten more about Roleplaying than many of us have learned. Besides, it's just fun. :) "I ask for so little. Just fear me, love me, do as I say and I will be your slave." - Jareth, _Labyrinth_ Why is it that that line sounds almost like a traditional patriarchial marriage? ;) Just ignore me, I'm being cynical again. ;) Rob, you know who ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
On 23 Dec 00, at 11:53, The White Crow wrote: > and under medical care. But even still...I guess it was irritating > that they didn't take any clues from what I was saying and only when I > waved the Rules and the Dice Rolls at them did they fall in line with > what I was trying to get across as the PC perception. It was > frustrating. Are you sure they /didn't/ take clues from what you were saying? Even in a "non-adversarial" campaign, there is usually a certain amount of "the GM must be trying to fool us" mindset. Players are inclined to become somewhat contrarian, on the theory that doing the expected thing is going to get them in trouble. ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
From: "M. Jason Knight"> > Are you sure they /didn't/ take clues from what you were saying? > > Even in a "non-adversarial" campaign, there is usually a certain > amount of "the GM must be trying to fool us" mindset. Players are > inclined to become somewhat contrarian, on the theory that doing > the expected thing is going to get them in trouble. > I'm sure I'm reading this wrong, but that brings to mind a player who *isn't* playing their character properly. If I know my character would do something, or interpret a scene in a particular way, I do it. Doesn't matter if I think it'll get them into trouble. Its the character's view, not mine, that's important, and its that view that the GM should be dealing with as well. And I've gotten in to huge amounts of trouble with it. Might well have lost a character in a PBEM because of it -- I adore her, but she's brash and doesn't always stop to think. She nearly killed someone, joined a revolution without being fully aware of the consequences (for those Amber fans, without knowing much about Amber at all, and feeling no attachment to it, she joined Dalt's army and well, successfully invaded it...). She's currently in limbo, and I'm not sure she'll be able to be played any more, which depresses me mightily. But of all her actions, there's only one I wish she hadn't done, or rather that I'd written it better perhaps. But everything was thoroughly in character, and *her*. D. "I ask for so little. Just fear me, love me, do as I say and I will be your slave." - Jareth, _Labyrinth_ ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
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. ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
On 29 Dec 00, at 13:35, Deb Atwood wrote: > From: "M. Jason Knight"> > > > Even in a "non-adversarial" campaign, there is usually a certain > > amount of "the GM must be trying to fool us" mindset. Players are > > inclined to become somewhat contrarian, on the theory that doing the > > expected thing is going to get them in trouble. > > > I'm sure I'm reading this wrong, but that brings to mind a player who > *isn't* playing their character properly. If I know my character > would do something, or interpret a scene in a particular way, I do it. > Doesn't matter if I think it'll get them into trouble. Its the > character's view, not mine, that's important, and its that view that > the GM should be dealing with as well. I was not going to come out and suggest the players were playing "improperly," if their own gamemaster didn't think so. If I think a particular act is going to get my character in trouble, I usually assume my character is smart enough to agree, and act on that assumption. There are mitigating factors, such as knowledge I have that my character doesn't, but if it's based on general knowledge of how the world works, I don't feel at all guilty taking advantage of it. If GM bias toward a particular result is beginning to show, I take it up with the gamemaster: "The last five times I've rescued a damsel in distress, it's been a setup. My character is starting to see the puppet strings, you know?" ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
From: "M. Jason Knight"> > If I think a particular act is going to get my character in trouble, I > usually assume my character is smart enough to agree, and act on > that assumption. There are mitigating factors, such as knowledge I > have that my character doesn't, but if it's based on general > knowledge of how the world works, I don't feel at all guilty taking > advantage of it. If GM bias toward a particular result is beginning > to show, I take it up with the gamemaster: "The last five times > I've rescued a damsel in distress, it's been a setup. My character > is starting to see the puppet strings, you know?" > Ah, but is it always that simple? I find that my characters sometimes think VERY differently than I do. And they *aren't* always as intelligent, or practical, as I am. For example, take my most recent Amber character. Some background is required. [er, Jenn, don't read this if you don't want to know it *smiles*] Adrienne came to Amber at the tender age of 16. Since arriving, she has learned that she has a strong amount of power with regards to the Pattern and the use of the Pattern, and also that she is tied to the reflection of Amber, Tir-na Nog'th. She has been studying Tir for a long time, at least according to her youthful outlook on things. She's now in her mid-twenties, and she's spent a good part of her past few years studying both the metaphysics of the Pattern and of Tir, primarily through experimentation because she is the sort of person who learns by doing, not by study, and besides, she can't find anyone to teach her. Adrienne has some faults. Among them that she is fascinated by how power works, and how things fit together. She is very firm in her beliefs as she learns about things, and she fits things together in her own head, which may or not be the reality of how things work. She isn't stupid, but in some cases she is misguided. And she reacts to things VERY emotionally. Tir broke. Its not so simple as that, but the prophetic nature of Tir changed, and at the time, she didn't have enough information to understand *why* it was behaving as it was. But she looked at it, knowing what she knows of it, and determined that it might not have enough energy to produce the visions right now. In the past, she had been led to "feed" her own Pattern energy to Tir's Pattern in order to re-energize the place. It left her exhausted, but otherwise safe. Therefore, she didn't see anything odd in the idea of walking the Pattern to try to feed it again, and re-energize the place. She was focussing more on the transfer of energy, trying harder to get the energy into Tir this time. Sort of a step up from what she had done before. All very logically thought out in Adrienne's mind. All very specific, and well planned. I looked at it, decided she was an idiot, and pleaded with the GMs not to kill her because well, I couldn't imagine her doing anything but. The girl is obsessed by Tir and the Pattern and she wanted desperately to fix it. And when she did it, it did nearly kill her. She's alive, but barelyh, and in serious (and transformed) condition because of it. I'm sure I gave them interesting things to do as an aftereffect as well. So I did provide GM entertainment at the same time. I do a lot of what could be termed "pure" RP where I think solely by virtue of the character's motivations, and do not really think about my own logic or frame of reference. I enjoy it that way. But EVERYONE makes mistakes. My characters don't game, I do. *smiles* They just try to live their lives, flawed as they may be. Anyway, I'm babbling, and maybe I Just wanted to share a gaming story. *smiles* But I think we're also talking a bit about two different styles of gaming. D. ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
On 18 Jan 01, at 7:36, Deb Atwood wrote: > Ah, but is it always that simple? I find that my characters sometimes > think VERY differently than I do. And they *aren't* always as > intelligent, or practical, as I am. I have found that the inclination for some people is to dumb down their character. They firewall so much information that they refuse to act on something the character might still be able to deduce, because "I'm not going to rationalize using my out-of-game knowledge." > For example, take my most recent Amber character. Some background is > required. [er, Jenn, don't read this if you don't want to know it > *smiles*] I'm afraid the example was lost on me. I've read some Amber, but not in many years. A character was taking an action you knew was wrong, but that she didn't? It behooves the GM, in a case like that, to get the right information to the character, if the player can't otherwise rationalize a different course of action. > I do a lot of what could be termed "pure" RP where I think solely by > virtue of the character's motivations, and do not really think about > my own logic or frame of reference. I enjoy it that way. But > EVERYONE makes mistakes. My characters don't game, I do. *smiles* > They just try to live their lives, flawed as they may be. So long as one isn't handicapping them unduly. The character may not have the metagame knowledge the player does, but the character does have the advantage of actually living in a world that the player sees only though GM description. Just because the character doesn't know there's a gamemaster making decisions, doesn't mean a real thinking person in his position might not see a pattern. If the sensible response for the character, on having five damsels set him up, is to start looking for a conspiracy, the player ought make the GM aware of that. If the GM says "Assume your character has rescued fifty normal damsels in this time period. We're only playing out the unusual cases," then that makes more sense than to have had the character begin searching out a conspiracy while the GM can't figure out why the player is making him act that way. > Anyway, I'm babbling, and maybe I Just wanted to share a gaming story. > *smiles* But I think we're also talking a bit about two different > styles of gaming. Not altogether, just points on a continuum. I've had players who persist in saying "I'm just doing what my character would do based on his writeup" as if the character is a windup toy the player has no control over once it's set in motion. It is an extreme, but if one has tendencies toward compartmentalizing a character in one's head, one has to occasionally step back and ask "Am I too far toward that extreme?" ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
whytcrow@io.com wrote: > > I don't even know if I've explained the problem well. It is an issue > in any game where there are rules for influence, etc. The players > get to roll to use the same powers on the NPCs, but you shouldn't > dare ask them to roll against an NPCs attempt. And sometimes, they > refuse to react when the NPCs do the same things they do > (Intimidation has been, on occasion, a great example of this. The > PCs can intimidate all they want and get huffy if it doesn't > work...but they are *never* intimidated). > Well, some game systems do exactly that, intentionally. Player characters are simply not affected by skills such as bluff, seduce or intimidate, unless their players want them to. I don't think that's a bad idea, as you could easily end up with players that have their characters bluff and intimidate each other by merely rolling dice. Telling another player what he's got to do isn't ok, unless you are the DM, and then only in some cases. "[rolls intimidate check] See, your character is terribly afraid of mine, so hand over that money, now!" I'd use a like approah with such skills when NPCs are concerned. Try playing out the skill as well as you can. If you can manage to trick the players into being charmed by the NPC, the characters could also be. It's like when you describe a gloomy, frightening situation as GM. You try to show your players that the situation IS frightening, but if they decide to move on, you don't say "nah, you gotta run" (at least most of the time, you won't). What I would do in this situation is talk to the PLAYERS. Tell them that the guy confronting them is REALLY charismatic, and ask them to have their characters act accordingly, even if you as GM can't manage to "sell icemakers to eskimos". This takes responsible players of course who want to play, not win over the DM. Try rewarding players who have their characters behave accordingly. That must not mean that they all fall for the NPCs charms, some player could come up with good explanation why his PC isn't affected/tricked. Make notes whether the players tried to play with you or against you, behave accordingly in like situations later on. That is, if they didn't seperate player/character knowledge well enough, don't give them such responsibility again. MiB ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/