As I understand it, Champions doesn't really do director stance, does it? Except via (say) Uncanny Luck abilities. So it might have a hard time with a power like Come and Get It, or (say) a class ability that 1x/session makes an NPC fall hopelessly in love with the character.So let's see how we can model Come and Get It shall we?
I agree with you that the scenario you describe can't sensibly be done purely at the ingame level.Imagine a scenario where the PCs are a team, but have different priorities for the adventure. PC1's driving goal is rescuing his love. PC2 wants the BBEG dead.
The PCs enter the final room. The love is caged of to the side and is being slowly (probably 5-10 rounds left) being killed. The BBEG is in the centre surrounded by guards and probably has an escape route -- he's done it before.
PC1 moves away from the group towards his love. He is unwilling to risk further harm to his love and wants to break the cage.
Player 2 looks at the situation and believes the love is not in imminent danger and thinks the fight is going to be hard enough to warrant all PCs immediate attention. PC2 uses Get Over there and shifts PC1 towards the flank of the BBEG. The player has PC2 say "Not yet! Deal with the bad-guy first!"
Has PC1 changed his mind? Is he setting aside his tactical goal to help take down the BBEG or does the move simply delay him a round as he shifts back? What stirred him so hard he took several involuntary steps away from his goal? How does his love react to his sudden turn-about with respect to both PC1 and PC2? How will PC1 feel towards himself and towards PC2 should the love die because the combat goes too long?
That's why I think the application of the power has to be resolved at the metagame level, via player-to-player negotiation, if this sort of disagreement comes up.The disconnect occurs when player 1 thinks there is a tactical value to PC2 moving and player 2 disagrees.
<snip>
Whereas at my table, PCs do end up in conflict, rivalies do develop, and area effect powers are tossed into combats with allies both willing and unwilling.
So in your rescue case, if the players have their conversation and agree that PC 1 will be moved by player 2's use of PC 2's power, the narration can be clear - maybe along the lines of "PC 2 calls out to PC 1, Wait - you can't help her until we stop BBEG - remember we have to work together as a team, and then we'll all make it out fine!"
You may think that speaks in favour of your "threat to immersion" thesis, of course! Whereas for me, these parts of play - especially because, in practice, they tend to play out at the meta and ingame levels simultaneously - help reinfroce immersion in the fiction, a strong sense of the stakes, and the integration of the at-table mechanical experience with the in-head imagined fiction.
As I've said, I don't really think of it as a rewrite. I think of it as making sense of a certain rules economy on the part of the designers.Pemerton's rewrite to make the power offer PC1 the choice moves the power back to a negotiation.
But what is more interesting is what your view is of the negotiation itself - I'm speculating that you would find it immersion-breaking, but maybe I'm wrong.
That's what I was thinking in my posts. But maybe Nagol counts this as evidence in favour of it's disruption of his immersion.This is where the character strategies and group tactics are handled. Player A and Player B have a "tactical conversation" across the table and Player A agrees to be the target of Player B's "game-world" effect.