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
When characters act on info the player shouldnt have i definitely immediately say "didnt happen. You dont know the information. That was not said in your character's presence". But on the rare occasion i suspect intentional metagaming ive been much more harsh. One time the table and i had identified a pathological metagamer. The next time he acted on forbidden knowledge i said "your character didnt do that." He said "but i just said it did". I said "yeah but you see your character had a heart attack right before you said that so it wasnt able to." He said "im going to leave". Another player said "you promise?"

There is peace in all the lands when the dm fist is used for its most important of all functions. Purging metards.
 

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TheSword

Legend
I definitely agree that DM control can be subtle instead of overt control.

We have a convention now in our group that when the BBEG is giving some exposition players don’t interrupt with attack rolls and spells, but do engage with the conversation.

We had one player who thought he was clever trying to get a quick spell or attack off before everyone else by initiating combat but all it really did was annoy the players. In the end I took him to one side and told him to stop doing that.

Is that a DM exercising control over a character’s behaviour? The player ultimately didn’t have much choice but I didn’t take over the character.

We have a DM who when combats starts often places characters in the centre of the room rather than in the doorway. The doorway makes tactical sense because tanks can be at the front and protect casters but it actually makes for pretty dull combats as every encounter ends up being the same. is this taking control of players actions or just part of setting up encounters?
 

Eric V

Hero
I mostly agree that, unless for reasons of expediency, one shouldn't dictate PC actions as a GM.

When it comes to feelings though, I am not sure...humans aren't in control of their feelings. After a feeling has kicked in, we try to control the reaction to the feeling (with varying degrees of success), but the initial feeling? No. No control.

You didn't decide to be in awe of the dragon (or, in real life, of some event you saw); you just are. One never decides to feel disgust, anger, etc. If we can't control these initial feelings in real life, then why do we think the PCs can?
 

I’m in a fuzzy grey area here. I don’t think I’ve ever used that actual phrase, but I’ll flip the question around. I will not accept “it’s what my character would do” as an excuse for being a jerk or deliberately disrupting a game.
 

Nagol

Unimportant
I mostly agree that, unless for reasons of expediency, one shouldn't dictate PC actions as a GM.

When it comes to feelings though, I am not sure...humans aren't in control of their feelings. After a feeling has kicked in, we try to control the reaction to the feeling (with varying degrees of success), but the initial feeling? No. No control.

You didn't decide to be in awe of the dragon (or, in real life, of some event you saw); you just are. One never decides to feel disgust, anger, etc. If we can't control these initial feelings in real life, then why do we think the PCs can?

People's reactions are unpredictable in real life. Why do you think the DM's guess is better than the player's? If there is a usurping force (e.g. dragon awe is a game mechanic that requires a response), sure. Other than that, leave the character in the player's hands.
 

I mostly agree that, unless for reasons of expediency, one shouldn't dictate PC actions as a GM.

When it comes to feelings though, I am not sure...humans aren't in control of their feelings. After a feeling has kicked in, we try to control the reaction to the feeling (with varying degrees of success), but the initial feeling? No. No control.

You didn't decide to be in awe of the dragon (or, in real life, of some event you saw); you just are. One never decides to feel disgust, anger, etc. If we can't control these initial feelings in real life, then why do we think the PCs can?
In general, it's about the players get to decide what the their character feels - they are the author of their character.

This is not a given - and I think there's good reasons to back away from this - but it's good to have some kind of system underpinning of this - not just 'gm is author here'. For example, Pendragon' passions system or the One Ring's shadow and hope. And of course any game that has rules for terror or sanity is stepping in here a bit too.

There's a neat little encounter in the One Ring's journey rules where the PCs come across a high vantage point with a great view and they have to see whether they're inspired by beauty of the vista or just daunted and depressed because it reveals how far they still have to go.

But such things really do require both a level of maturity from players and a willingness to step back and lose some control - but it's not a good idea for that space to be simply filled by the GM.
 

Lanefan

Victoria Rules
We have a convention now in our group that when the BBEG is giving some exposition players don’t interrupt with attack rolls and spells, but do engage with the conversation.
Quite the opposite here: as soon as the players realize the BBEG is starting to monologue it's all hands on deck to kill it as quickly as possible!

"Never let the villain monologue!" is SOP here; we've all seen too many movies/shows where the monologue is just a distraction or time-waster while the BBEG's plans come to fruition or until help arrives.

We had one player who thought he was clever trying to get a quick spell or attack off before everyone else by initiating combat but all it really did was annoy the players. In the end I took him to one side and told him to stop doing that.

Is that a DM exercising control over a character’s behaviour? The player ultimately didn’t have much choice but I didn’t take over the character.
Yes it is, indirectly; you told the player out-of-character to stop doing something in-character.

We have a DM who when combats starts often places characters in the centre of the room rather than in the doorway. The doorway makes tactical sense because tanks can be at the front and protect casters but it actually makes for pretty dull combats as every encounter ends up being the same. is this taking control of players actions or just part of setting up encounters?
This is very much taking control.

If the PCs are not surprised they should be allowed to, within reason, position themselves (if their positions aren't already obvious) and-or move into position using their first round's move action. If the PCs are caught off guard then - unless they've already declared a marching order or similar - their positioning shouuld be somewhat random; via the DM rolling some dice.
 

If the PCs are not surprised they should be allowed to, within reason, position themselves (if their positions aren't already obvious) and-or move into position using their first round's move action. If the PCs are caught off guard then - unless they've already declared a marching order or similar - their positioning shouuld be somewhat random; via the DM rolling some dice.
I've seen this cause arguments before - and quite rightly.

PCs should be assumed to be tactically aware. If the PCs has previously done something that has put them in an exposed position in the middle of the room then they should have been made aware of it.

To my mind - best practice here - in a situation where position is going to matter - is to either set up the minis in advance (if you're using them) or at least sketch out a basic map.

If the situation is likely to end up in a major fight, then everyone should be given the information they need to position themselves accordingly.

If the fights are boring because the PCs always hold the doorway then it's up to the DM to mix things up. Have someone in the room they need to rescue, or have the occupants wait while their allies arrive from the other side.
 


Salthorae

Imperial Mountain Dew Taster
I never tell them what they would wouldn't do, but I do ask them on occasion, "would X really do that?"

9/10 when I ask that, they stop and usually say, "no probably not." Players get caught up in whatever is going on often or on occasion and say they want to do something without thinking though the particular PC they're playing right then.
 

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