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How far is too far when describing what a PC senses and feels?
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<blockquote data-quote="iserith" data-source="post: 7598585" data-attributes="member: 97077"><p>The thing with telling a player what his or her character thinks, however innocuously intended, is effectively constraining the reasonable choices the player can make without objection. The DM tells the player the character would find the scene before him or her frightening, for example. So now all responses other than a fear response (which can vary, certainly) are effectively off the table. The player is put in the position of either accepting this limitation or objecting to it in the middle of the game.</p><p></p><p>This is not a position I want to put my players in. The environment already constrains their choices. It seems too controlling to me to then want to constrain their choices further by suggesting how their character feels about things even if the DM professes that the player can have the character act freely. If the DM truly wants them to act freely, then establishing how the character feels about something is superfluous anyway. There's just no reason to do it.</p><p></p><p>When it comes to D&D 5e, the DM already controls two-thirds of the basic conversation of the game - describing the environment and narrating the result of the adventurers' actions. Plus the DM decides if and when the game mechanics come into play. All the player can do is describe what he or she wants to do, controlling what the character does, thinks, and says. That's it. I don't want to start intruding upon the ONE thing the player is tasked with doing in the game. I've got more than enough on my plate. I don't need to eat off the player's plate, too.</p></blockquote><p></p>
[QUOTE="iserith, post: 7598585, member: 97077"] The thing with telling a player what his or her character thinks, however innocuously intended, is effectively constraining the reasonable choices the player can make without objection. The DM tells the player the character would find the scene before him or her frightening, for example. So now all responses other than a fear response (which can vary, certainly) are effectively off the table. The player is put in the position of either accepting this limitation or objecting to it in the middle of the game. This is not a position I want to put my players in. The environment already constrains their choices. It seems too controlling to me to then want to constrain their choices further by suggesting how their character feels about things even if the DM professes that the player can have the character act freely. If the DM truly wants them to act freely, then establishing how the character feels about something is superfluous anyway. There's just no reason to do it. When it comes to D&D 5e, the DM already controls two-thirds of the basic conversation of the game - describing the environment and narrating the result of the adventurers' actions. Plus the DM decides if and when the game mechanics come into play. All the player can do is describe what he or she wants to do, controlling what the character does, thinks, and says. That's it. I don't want to start intruding upon the ONE thing the player is tasked with doing in the game. I've got more than enough on my plate. I don't need to eat off the player's plate, too. [/QUOTE]
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How far is too far when describing what a PC senses and feels?
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