Worlds of Design: "Your Character Wouldn't Do That"

The Mighty Jingles (on YouTube) described what he really disliked about Far Cry 5 New Dawn (video game). The game took away player control at vital junctures. I wonder how often this happens in RPGs, and offer some reasons why it does. With a poll!

How often do you, as GM, tell a player or all the players what his/her character does?


The Mighty Jingles (on YouTube) described what he really disliked about Far Cry 5 New Dawn (video game). The game took away player control at vital junctures. I wonder how often this happens in RPGs, and offer some reasons why it does. With a poll!

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Picture courtesy of Pixabay.​

I watch a few YouTube channels regularly, some about games, some about cooking. So I watched The Mighty Jingles’ review of Far Cry 5 New Dawn (video game). Jingles was dismayed that the game took away player control at vital junctures. In one particular case (there were several), the protagonist found the ultimate bad guys - and walks in without his weapons. He stands there passively and gets handcuffed and hung from the ceiling. And does absolutely nothing. (No, not magic or some kind of psychic slavery.) Later, once the villains are defeated and are making a tiresome speech, he can’t even fire a gun to shut them up.

This is closely related to player agency (which I discussed previously). How much opportunity do the players have to significantly affect the outcome of the game?

The specific question for RPGs: how often does the GM tell a player what his character does, that the player might not want to do? I’m not talking about involuntary reactions to events such as “your character falls unconscious” or “your character exclaims in surprise.” I’m talking about the kind of thing that happened to Jingles.

I recall watching an RPG session where the GM told the players that their characters were running after someone (whether they wanted to or not). I later asked him about it, and he said he didn’t normally tell characters what to do, but there was a time problem to getting the session done, so he hurried the players along in the easiest way available. I wouldn’t like it, but I see the point.

Typically, though, I think this “involuntary action” is part of telling a story. The author of any story must control what happens in order to express what they have in mind, to reach the intended conclusion. If they don’t control the action, how can they be sure they get where they want the story to go? So in some campaigns, say where the GM is telling the players a story, there might not be much player control (Player Agency) to begin with.

This depends on who is playing. Traditional hobby games players usually want to feel they control their own fate, that success or failure is up to them. On the other hand, RPGers who prefer an overarching narrative may not mind being constrained by the story. Other gamers fall somewhere in between.

I personally hate being “Led around by the nose,” that is, I want to be in control as much as possible. If I want to “consume” a good story, I’ll read a book by a professional storyteller, not rely on today’s GM. But I know of many people who disagree with that. If you want the players to write their story from your situation (as I do), you are unlikely to tell them what their characters do.

So I’d estimate that, generally speaking, the more the session is about storytelling, and the less about opposed game playing, then the more likely it is for the GM to say “your character does <such-and-such>”, the more the GM has characters do things the players might not/would not have their character do, in order to continue to control the story.

YMMV (Your Mileage May Vary). I have the feeling that some people will read this and say, “of course I do, frequently”, while others will say, “I (almost) never do that.” The trick is to make sure that the GM and the players all like whatever style the GM uses.

This brings up another topic, how often the GM provides hints to the players about what they “should” do, but lets them make the choice. That’s for another column.

Let’s have another poll to see what readers do.
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

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Jay Verkuilen

Grand Master of Artificial Flowers
Plenty of ways in an RPG to bring the story to the players even if they don't pursue it as you first imagined.

Oh, totally. I definitely prefer to let the players make choices, some of which might well be substantially altering of the DM's plans.

I don't think that's the only reason to suggest that a player's expressed course of action might be problematic, though, or to take actions that keep the pace up even if it means overruling (gently, one hopes) a lagging player.
 

Celebrim

Legend
The scene you mention in ME2 with Jack is, as you say, a good example of the portrayed abilities being out of line with the actual in-game abilities.

I think people really underestimate the importance of that disconnect. It's an indication that gameplay has become secondary to the director's creative vision, and in that that the director is no longer really thinking about how to use gameplay to create the story. Gameplay starts to become the enemy of the story the director wants to tell that is getting in the way of the story the director wants to tell. As a result, you start dropping the player more and more out of that loop.

There is a real parallel here to how GMs run their tabletops. If you start to think of player choice as the enemy that is going to wreck things, even if sometimes you are right, you are going to end up in a bad place.
 

Jay Verkuilen

Grand Master of Artificial Flowers
There is a real parallel here to how GMs run their tabletops. If you start to think of player choice as the enemy that is going to wreck things, even if sometimes you are right, you are going to end up in a bad place.

I mostly agree, though I've played with groups that handle a lot of player choice better than others. One group I have run for is OK when presented with a few fairly definable options and a relatively strong narrative arc but starts to have trouble when there are too many or when they have to define options themselves. Another can move around with much more loosely defined options, meaning a DM can riff on things they choose. Still, it should be a very rare day when the DM has reduced player choice to exactly one option.
 

FrogReaver

As long as i get to be the frog
I mostly agree, though I've played with groups that handle a lot of player choice better than others. One group I have run for is OK when presented with a few fairly definable options and a relatively strong narrative arc but starts to have trouble when there are too many or when they have to define options themselves. Another can move around with much more loosely defined options, meaning a DM can riff on things they choose. Still, it should be a very rare day when the DM has reduced player choice to exactly one option.

I think it mostly depends on their tactical awareness of what they are doing.

I've had a DM give options before about what the next adventure should be - but with hardly any information with which to make an informed or even semi informed choice.

Someone roleplaying hard might have pushed the party in a direction just cause - but a tactically minded player is going to become pretty paralyzed in such a situation.
 

Hussar

Legend
I actually had a hard time answering this one. What does "take control of the character mean"? I don't mean to be obtuse or argumentative here, but, I'm not sure where the line gets drawn.

For example, player states, "Ok, I want to scout ahead of the party".

Now, I have sometimes done this more or less round by round (or turn by turn, depending on edition of D&D or whatnot) with each decision point being handed back to the player and whatnot. But, here we run into the "decker problem" where one player is doing stuff for 15-30 minutes while the rest of the players are standing around with their thumbs up their collective bums.

OTOH, I've changed how I handle that same thing now. Now, the player states, "I want to scout ahead" and I'll go ahead and simply reveal everything on the map that they could reasonably find without any real risk. So, all the corridors are revealed, all the doors are shown, etc. I might even skip a few rooms with, "you found these rooms to be empty".

IOW, I turn that playtime into what is essentially a cut scene and trim it down to a couple of minutes.

Am I "controlling" the character or not? Well, kinda, sorta. I can totally see where someone would say that I am. But, I'm doing it to maintain pacing in the game and not have four bored players standing around doing nothing while I play with this one person.

So, back to my original point, it's not quite as cut and dried of a question as it appears on first blush.
 

pemerton

Legend
Am I "controlling" the character or not? Well, kinda, sorta. I can totally see where someone would say that I am. But, I'm doing it to maintain pacing in the game and not have four bored players standing around doing nothing while I play with this one person.

So, back to my original point, it's not quite as cut and dried of a question as it appears on first blush.
This is about the accepted - in the system, at the table - principles for action declaration.

A player in Classic Traveller declares that his/her PC serves in the engineering section while the ship makes a jump. I don't think the referee is "controlling the character" by not asking the player to describe every minute of decision-making made during the week spent in jump space. (Especially as the referee knows no better than the player what exactly is involved in operating a jump drive!)

In your example, what you're doing is deciding - as a GM - that your response to the action declaration is to reframe the scene, by giving the player(s) more information. That's not controlling a character. But it is making the game this thing rather than this other possible thing. If I turned up to play Gygaxian D&D and you handled it that way I'd feel a bit ripped off. Conversely, if I turn up to play an urban intrigue game and you as GM require me to describe every step I take down every alley, and every drink I buy at every bar, I would equally be frustrated.

As I said, it's about table and system expectations.
 

A player in Classic Traveller declares that his/her PC serves in the engineering section while the ship makes a jump. I don't think the referee is "controlling the character" by not asking the player to describe every minute of decision-making made during the week spent in jump space. (Especially as the referee knows no better than the player what exactly is involved in operating a jump drive!)

Mostly just drinking coffee and watching a few gauges :D
 

steenan

Adventurer
I don't think I have said something like the phrase in the topic in the last 10 years or so. The character belongs to their player; it's the player who decides what the character would do. Our games are about the story, but not the GM's story - they are about the story all players create together.

On the other hand, there are phrases that I use sometimes:
  • "Are you sure? You remember facts X and Y, I hope?" We play every 2-3 weeks, so there's a lot of life happening in the meantime. It's not surprising that people forget things. If somebody declares something that seems out of place to me, it usually means that we're not on the same page about the state of fiction and we need to align.
  • "How does it go with this aspect/belief/aspiration/other flag on your character sheet?" It's the closest I go to "That's not what your character would do", but with the emphasis on "That's not how the character as you described them and as I understand them would do". Sometimes, the player steps back and does something else. Sometimes they explain their way of thinking and now I have a better mental model of their character. Sometimes (and I think that's what happens most often in our group) it's the character sheet that's not up to date with how the player sees their character, so it needs to be modified.
  • "That's not what we all agreed on". If we decided together that we want a lighthearted game and a player mentions how their character was abused. Or if we wanted a serious, emotional game and someone cracks a joke in a dramatic moment. Or if we agreed on heroic characters closely cooperating and no somebody tries to betray the party. Fortunately, I play with mature people and it's a rare case that I have to remind them of the boundaries.
 

It seems mostly about agreeing on a vibe for the game, and then sticking to it - if you can accomplish this, then it becomes hard to act "out of character."

Most often, this comes up in non-D&D games, and is phrased as "Er, remember this isn't D&D." Which is to say that the expectations that people bring from one game system to another tend to interfere with characterization more than anything.

I sort of feel that it's incumbent on the GM to accommodate the choices of players come-what-may, and adjust the campaign reality accordingly. And if a player's character is acting like a paranoid schizophrenic, then that will have in-world consequences.
 

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