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Corvo
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by Corvo » Sun Oct 26, 2014 9:51 am
HotSnow50 wrote:Corvo wrote:Who are you to choose for them? Their elected leader? Their father?
They aren't kids
They're Wardens... They ward off dangers and ESPECIALLY the Shadow... What you are doing with that argument is making any "warding" action shadow-point worthy unless it's specifically requested by whomever benefits from not having to face said danger themselves.
"Ah ah ah! Shadow point for that, Warden... You prevented other adventures from experiencing the character building and development that only long-term enslavement can give you when you stopped the Orcs from taking over that town!!!"
Except that it's not what happened in my campaign.
My players agreed immediately, and to them it was not a punishment: because to them it was their duty, even if it meant taking some Shadow Point. To them it was the dangerous burden of the Warden.
Not unlike modern soldiers known that fighting for their homeland they risk becoming unable to fit back in the society they were defending once the war is over.
But luckyly we haven't to agree on the subject.
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Stormcrow
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by Stormcrow » Mon Oct 27, 2014 4:21 pm
If it's your characters arguing and not the players, at what point does player agency start? Players should be directing the decisions of their characters, not being dictated to by them. The only time a player is supposed to lose control of his character in this game is during a Bout of Madness.
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Glorelendil
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by Glorelendil » Mon Oct 27, 2014 4:24 pm
Stormcrow wrote:If it's your characters arguing and not the players, at what point does player agency start? Players should be directing the decisions of their characters, not being dictated to by them. The only time a player is supposed to lose control of his character in this game is during a Bout of Madness.
Yeah, I can't imagine ever turning over character control to the result of another character's Persuade roll If the players truly can't agree on a course of action, or at least agree
to a course of action (even if some of them disagree about the wisdom of it), then you've got problems that aren't going to be solved with dice.
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HotSnow50
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by HotSnow50 » Mon Oct 27, 2014 8:51 pm
Elfcrusher wrote:Yeah, I can't imagine ever turning over character control to the result of another character's Persuade roll If the players truly can't agree on a course of action
*3 players want to travel by foot; 1 player wants to travel by horseback... The horseback traveler desperately wants to travel by horse to the point of not leaving until they leave by horseback. During the course of a short but 'character-argument-driven' 10 minutes I asked for the persuade skills of all of the 4 and then when I noticed a tie between one of the 3 from Shanks Mare Squad and the Lone Horseback Rider proponent I had them roll to determine the outcome*
I think the type of "Loss Of Control" you are envisioning, Elf, is the type of control one normally exerts upon their OWN character during a normal encounter while playing their character or maybe even a type of control that has the player being FORCED to make character decisions or actions based upon what another character has decided, almost like mind control. On the contrary, my suggestion is that the Persuade roll aids in alleviating the impasse of "Should we go by foot, or by horseback?" etc...
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Hermes Serpent
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by Hermes Serpent » Mon Oct 27, 2014 10:39 pm
This mystifies me. Why can't the character who is insisting on riding ride while the others walk. If they travel at the rate of the walkers it doesn't matter. There will be more Travel tests due to the longer time to arrive at the destination but that's about all. It seems to be more of a personality issue with the rider wanting to force the others into doing things their way or not at all. If so I'd suggest they find another game and not spoil everyone else's fun.
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HotSnow50
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by HotSnow50 » Tue Oct 28, 2014 1:59 pm
Hermes Serpent wrote:This mystifies me. Why can't the character who is insisting on riding ride while the others walk. If they travel at the rate of the walkers it doesn't matter. There will be more Travel tests due to the longer time to arrive at the destination but that's about all. It seems to be more of a personality issue with the rider wanting to force the others into doing things their way or not at all. If so I'd suggest they find another game and not spoil everyone else's fun.
I guess I am also mystified at the lengths (find another game!) that y'all will go to to avoid a three second character check... At any rate, I think I've found the community's answer to my question. Thanks fellas...
lol @ mystified... eeeeasy there, Daytime-Emmy

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Angelalex242
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by Angelalex242 » Tue Oct 28, 2014 3:40 pm
In the extreme case...
Let's say a character with Persuade 6 is played by a shy, retiring player. At what point do you roll dice to help things go the shy guy's way?
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Hermes Serpent
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by Hermes Serpent » Tue Oct 28, 2014 4:48 pm
@HotSnow50. What on earth is wrong with mystified. Don't you understand why I'd use a common English word for not understanding why a player is bullying others into doing things his way?
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Stormcrow
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by Stormcrow » Tue Oct 28, 2014 5:07 pm
Angelalex242 wrote:Let's say a character with Persuade 6 is played by a shy, retiring player. At what point do you roll dice to help things go the shy guy's way?
In a player-on-player confrontation? Never. Players are not just driving simulations of characters; they're making decisions for them. If this makes the character less persuasive to PCs than to NPCs, so be it.
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Glorelendil
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by Glorelendil » Tue Oct 28, 2014 5:13 pm
Stormcrow wrote:Angelalex242 wrote:Let's say a character with Persuade 6 is played by a shy, retiring player. At what point do you roll dice to help things go the shy guy's way?
In a player-on-player confrontation? Never. Players are not just driving simulations of characters; they're making decisions for them. If this makes the character less persuasive to PCs than to NPCs, so be it.
Seconded.
I'd also second "mystified", as I can't even imagine the scenarios in this thread arising. That suggests that different people are enjoying the game in different ways. Which means it's all working as intended, but the likelihood of useful advice being passed between greatly differing playstyles is...low.
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