I asked him a similar question, yes. I asked you the same question because you were arguing a similar point. I didn't expect to hear you opine on what Iserth's opinion was, I wanted to hear yours.
Well, then you probably shouldn't have asked me if I was with [MENTION=97077]iserith[/MENTION] on something that, as far as I know, [MENTION=97077]iserith[/MENTION] doesn't subscribe to. I'm not here to defend someone else's position. If you want my opinion just ask me.
In IRL, I've never once been under the effects of a mind control spell. They don't exist. So I'm not following your train of logic, there.
Please try to follow me without getting hung up on semantics. I used IRL to refer to social interactions, not magic spells.
When someone IRL lies to me and I don't notice, I think they've told me the truth.
Why? Certainly not everyone is so gullible. Didn't anyone ever tell you not to believe everything you hear?
IGL (In Game Life), when someone lies convincingly to a character, should not that character also think they've been told the truth?
No, for the reason that the player can make the character's mind up about whether s/he believes the lie. I'm assuming the DM isn't just
telling the player it's a lie.
Or is it only when magic or not-magic but different from social skills happens that such things can occur.
If a spell, or whatever game-feature but lets imagine it's a spell, is written in such a way that the target is said to automatically believe whatever the caster says is the truth, then yes, that would be an explicit exception to the general rule that players are in control of what their characters believe in a way that skill in Deception is not.
In short, you're actually fine dictating to a player what/how their character feels or thinks. Your line is 'magic' or 'ability' where ability is a vague grouping of possible mechanics you, at that moment, think should work.
There's nothing vague about it. The ability needs to explicitly state that's what it does.
But you don't have an issue with telling players how their character thinks. You just have that issue when it comes to social skills.
It's not just social skills. I don't make PCs roll a Morale check when they get to 1/2 hit points like I do NPCs, because the PCs can decide for themselves if they want to run away, so that decision belongs to the players. I don't assign PCs a Starting Attitude because the players can decide what their characters' attitudes are. PCs don't have Loyalty scores, etc.
Social skills are just another mechanic in the game, like magic or 'abilities'. As I said above, we agree that it's okay to tell players what their characters think, we just have a different opinion of how much it takes to do that.
Yeah, for me it takes an exception.