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

Celebrim

Legend
Whether I'm expected to sit and listen to a villain monologue is actually one of litmus tests as to whether I'm likely to enjoy a game.

In my game I'd never force you to sit through a cut scene with the villain monologuing.

But don't be surprised to find that INT 20+ super villains only start monologues or otherwise initiate conflict when they feel they are well prepared and secure from 'surprise' attack. They aren't going to assume that you are going to sit there and listen to them talk either.

I'll let you in on a bit of a secret though. Spells in D&D have durations. It's sometimes to your advantage to do the unexpected and get a lengthy dialogue going. A 40 minute IC conversation doesn't always serve a BBEG's purposes. But, no, PC's always think that they are being clever and outthinking the BBEG who is obviously not surprised by rushing him. Never fails.
 

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Jay Verkuilen

Grand Master of Artificial Flowers
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.
Mostly I play with people who are good at that, but there are players who seem to be not able to separate their PC from themselves well or oscillate between doing it and not.

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.
Absolutely, or they misinterpreted it. One player I know seems to have an uncanny ability to get some crucial bit of information bass-ackwards fairly often, which requires a reminder.

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 often say "Unless someone has an objection, I'm going to skip past this with some narration" or something like that.
 

Jay Verkuilen

Grand Master of Artificial Flowers
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.

To me, monologuing is a genre convention. Villains are supposed to monologue, often revealing important pieces of information in the process and the heroes argue back. This is like encouraging swinging from chandeliers or sliding down bannisters while holding a turkey leg in one hand and a sword in their teeth. As unrealistic as these activities may be, they are part of the genre in a more dramatic game.

Therefore, I assume that monologuing doesn't actually take up an appreciable amount of combat time, even though obviously it should if one wanted to be hardcore simulationist about things.

If a PC wanted to interrupt it and gain an advantage somehow allow a Deception or Sleight of Hand (aka one of the most useless and rarely applicable skills) check. I'd probably disallow Stealth just because of how often it shows up, unless the PC wasn't visible. I might also allow a Persuasion check if the heroes were being honest in their appeal and the villain wasn't truly hardened.
 


Jay Verkuilen

Grand Master of Artificial Flowers
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.
This is a very good example where it can be necessary for the GM to provide some nudges.

Others are when common game notions are altered. For instance, my home campaign world is pretty substantially shifted from conventional D&D in a number of ways. As an example, there are dark-skinned elves who are not drow. They live in a forest and have some really nasty neighbors, so they're more isolationist and ruthless than other elves. (Statistically they're really no different than any other elf aside from having dark skin and silver hair and a more militant culture.) A more substantial change: In the current campaign timeline all the gods are dead or driven from the world and divine casters are very rare. I altered the structure of the planes a lot and made planar travel a core element.

Even in a bog-standard D&D, there are things that should be secret, such as most Underdark races to low tier characters. However, there are players who seem to have a hard time remembering that.
 

TheSword

Legend
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.

Yes it is, indirectly; you told the player out-of-character to stop doing something in-character.

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.

It’s possible for the BBEG to have a conversation rather than just lecture or fight. Some players relish the chance to role play interaction with an important NPC. It’s frustrating to them when a PC interrupts that. Effectively taking their control away.

In 5e with buffing dramatically reduced I don’t see a bit of chat as a problem.

If players surprised the foes then we would be allowed to set up where we like within reason but not if two groups come upon each other and neither gets the jump. In those situations we get put where we get put. As long as the DM is fair I don’t mind where I go.
 

Eric V

Hero
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.

I remember that scene (for me it was AiME) and I thought it was great.

Like I said, I mostly agree, it's just a disconnect for me that a PC would always have say over how they're feeling when real-life humans can't do that.
 



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