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!

handcuffs-2081861_960_720.jpg

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

Paragon Lost

Terminally Lost
I don't consider it taking control of their character when I have to tell them "Your character wouldn't do that" or "Your character wouldn't know that". These are two things that I frequently deal with or have to nudge a player about. So yeah it happens frequently with some gamers who can't appear to separate themselves from their characters.

I'm sort of confused that it's not a more common occurrence for those posting here and who voted. The large number of "never or nearly never" votes surprised me. I'll speculate that it's due to how they're reading the question. ((shrug))
 

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I don't consider it taking control of their character when I have to tell them "Your character wouldn't do that" or "Your character wouldn't know that".
To me, those are very different cases. Things the characters know or don't know are definitely within the GM's responsibility, since they provide most (or all) of the information the players have. What the players can't distinguish between their own knowledge and their characters' knowledge, that is indeed a problem, although I'm usually questioning rather than confrontational about that.

This thread seems to be mostly about the GM overriding the characters' actions or thought processes, which is far more intrusive in the players' part of the game.
 

Celebrim

Legend
I don't consider it taking control of their character when I have to tell them "Your character wouldn't do that" or "Your character wouldn't know that". These are two things that I frequently deal with or have to nudge a player about. So yeah it happens frequently with some gamers who can't appear to separate themselves from their characters.

I'm sort of confused that it's not a more common occurrence for those posting here and who voted. The large number of "never or nearly never" votes surprised me. I'll speculate that it's due to how they're reading the question. ((shrug))

I'm guessing not, but maybe. Since it occurs frequently for you, could you briefly explain a few situations where you would feel justified in saying "Your character wouldn't do that." or "Your character wouldn't know that."?

Because I can think of maybe one time in the last 10 years of gaming I felt I had to "nudge" a player like that.
 

Celebrim

Legend
What the players can't distinguish between their own knowledge and their characters' knowledge, that is indeed a problem

I used to think that 30 years or so ago, but not so much any more. To the extent that I think it is a problem, I've moved were I think the problem is from the player to myself as the GM.
 

Paragon Lost

Terminally Lost
To me, those are very different cases. Things the characters know or don't know are definitely within the GM's responsibility, since they provide most (or all) of the information the players have. What the players can't distinguish between their own knowledge and their characters' knowledge, that is indeed a problem, although I'm usually questioning rather than confrontational about that.

This thread seems to be mostly about the GM overriding the characters' actions or thought processes, which is far more intrusive in the players' part of the game.

Great point and yeah GM's overriding character actions and thought processes is far more intrusive and actually not a good thing. If this actually is the main question of the poll, then I'd fall under the "it's not a common occurrence" area of things.
 

aramis erak

Legend
Plenty of ways in an RPG to bring the story to the players even if they don't pursue it as you first imagined.
Which is not the reason that I do it when I do it.

When running a game with deep setting tropes, especially historical ones, I do it to discourage genre-inappropriate actions. Like dressing in all white, or accepting a disproportionate gift without vocal refusals, in L5R.
 

Hussar

Legend
The sense I'm getting here is that it's difficult to make a simple blanket statement that "X is bad". I mean, there's the obvious stuff where the DM controlling the PCs is bad. We all get that. But, there are some fringe stuff that kinda straddles the line. One only has to look at the various "Skills" discussions over the past couple of months to see that the line isn't quite as clear as one might think.
 

I'm not sure how to answer the question. The only time I would ever say, "Your character wouldn't do that," is in the case of magical control. And if possible, I like to let players control their characters rather than take the "polymorph to NPC" approach. Here is an example of a private message I sent to a player recently:

Secret (You failed a save). <The PC> feels as if he has awoken from a dream, as he realizes that this creature is his Master. He will serve, fight for, and die for his Master, to the best of his ability (including using up consumable items). He retains his knowledge, personality, and capabilities, but his devotion to his Master takes priority over all other connections and bonds. He will follow his Master's will and commands: both the words and the intent. (He's basically completely switched sides.) He feels its voice enter his mind saying, "Act as if nothing has changed and you have not awoken, unless I am attacked or in danger, or until I command otherwise."

In theory I might tell a player that their character wouldn't know something, but my players are pretty awesome and usually ask if they are uncertain.

I definitely do remind players of information that they may have forgotten but that their characters would not have, especially if they are indicating choices that make me wonder if they remember. Usually it ends up that either they forgot, or I explained it poorly.

Sometimes I'll narrate past boring parts, but I'm pretty careful to only do that when I think the players would want me to do it. I don't have any certain amount of content I need to get done in a certain amount of time. If they are having fun exploring a village and chatting with shopkeepers, that's what we do. If we are looking at having downtime or other offscreen action, I generally ask the players to tell me what they plan to do in general, and then give a brief narration of the details. I might throw in some flavor details about how their characters act based on the way they've played them, just to make the montage scene interesting, but players are free to correct me at any time if that isn't how they would envision their character dealing with the situation.

Outside of D&D, that last paragraph is going to happen more, since we play a very sandbox style in D&D, and most systems aren't as good for that style.
 

MGibster

Legend
I've never told a player his character wouldn't perform an action. I do think I need to get better at telling a player when their character's action might derail the campaign. There have been a number of times where asking players to think twice might have saved a campaign.
 

Lanefan

Victoria Rules
It's extremely rare - if ever - that I-as-DM take over and declare a PC's action unless said PC is under magical compulsion, but I will now and then jump in and veto a declared action - sometimes as a smackdown on either blatant metagaming or on one player trying to control another's character but most often because the player is acting on knowledge the PC couldn't possibly have in character.

Conversely, I'll remind players of info their characters would know but they-as-players have obviously forgotten, usually because the info came to the characters two in-game hours ago but it's been a week or more for the players. Or, if the info they need is in the game logs, I'll just suggest they read 'em.

I'll also now and then pull out the "Are you sure?" line when someone wants to try something balls-out crazy, but it doesn't always stop 'em* :)

* - see spoiler, unless you currently play in my game.......

Game system is modified 1e.

Last session I ran, party's in an area that they've (correctly) guessed to be a long-abandoned starbase* that they already know has potentially deadly defenses running on autopilot! They get to an isolated building in the middle of the airfield with some glass doors in one end. Doors don't open. One character is determined to get inside, however, and can't be bothered exploring around the building to see if there's any other way in; instead he just decides to use his earthquake boots on these doors.

In an unusual move for this guy, this time he warns the party what he's about to do. Everyone else backs way-the-hell off and warn him he's on his own - this character has a long history of bringing death and destruction down on the party so they're well justified in this.

And I ask "Are you sure?" (as did, I think, one other player as well)

BOOT!

Doors destroyed. Defenses activate: three "metal golems" (i.e. sophisticated and deadly robots armed to the teeth) appear from a nearby wall and catch Boot-guy completely off guard.

One massive critical hit from one robot, one regular hit from another, one rending as the two pull him apart, and a point-blank laser shot from the third robot put Boot-guy to -133 h.p.** before he can do anything about it. (he started with about 35 h.p.; an 8th-level equivalent-to-Druid)

* - Yes it's a normally-medieval-fantasy D&D game - think of this adventure as Expedition to the Barrier Peaks dialled up way past 11. If they quietly and peacefully explore the place they'll (very likely) be just fine; if they go around destroying stuff, they'll (very likely) die in a hurry.

** - in 35 years of DMing this is the lowest hit point total I've ever taken a character to by any means, so at least he set a record. :)
 

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