But why would they do that? It would mean they're roleplaying badly and why would you roleplay badly? And if they indeed did all the time, then the GM could just instruct them to change their virtues, as they didn't obviously actually want to play a valorous person.
I don’t know. You gave the example of a player who chose a valorous character not wanting to do valorous things and you say the system that would enforce that is no good.
The problem with the system written that it is a completely context free compulsion. It doesn't matter what the situation is or how impossible the dare or the challenge. It also relies on rather specific interpretation of valour, coupling things that are not necessary related. A person who is unlikely to retreat from combat and feels honour bound to accept challenges needs not also be a person who accepts any crazy dare or wants to avenge every trivial slight.
I’m only passingly familiar with the game, and haven’t read it at all. As described here, it sounds like a mess.
And I remind that this part of the system is not supposed to represent anything supernatural, it is just a normal mundane personality mechanic.
Well, if the PCs are demigod like beings, then I don’t know if I’d agree about that. Gods are usually associated with some kind of theme, right? Like they’re the embodiment of war or love or whatever. As such, I can see a system that’s trying to portray that having some mechanics that are meant to bring it to the fore.
But that’s a guess as to the motive of such mechanics. Their application and how they function is another matter.
Yes. Why is that a problem?
It’s not a problem, necessarily. But if we’re examining the level of player agency allowed by a game, and one of the games we’re discussing is vulnerable to GM force and railroading, that certainly seems relevant to me.
It forces an emotional reaction on you. You have control how to exactly interpret it, but still.
So what? People have emotional reactions they don’t want all the time. That happens. It’s the same as a combatant being hurt in combat despite not wanting to be hurt.
This distinction between the mental and the physical is arbitrary.
But can you imagine a roleplaying game where the players have zero agency over the mental faculties of their characters? Because I can't. It would not be in any way recognisable as an roleplaying game.
It sounds kind of like the earliest RPGs, no? Where players were treating their characters very much like pawns, and it was the skill of the player being tested.
I know that’s not really what you had in mind, but that doesn’t make it less relevant.