hawkeyefan
Legend
The problem I have with this is that it puts a game like Pendragon, widely regarded as Greg Stafford's magnus opus, in the category of "eroding what RPGs are about" because of the system's need for Virtue/Vice checks.
I, personally, feel there's just as much creative artistry to be found in deciding how to portray a mechanical resolution, and create a narrative that captures that resolution in a way that's true to my character and the surrounding fiction, as there is in making the decision as to what to portray.
Not every game experience is enhanced by a dogged pursuit of maximal player agency over their character.
I find that this need for control over the PC correlates to the player’s ability (or lack thereof) to influence the game in ways “beyond the character”. Less of one often means more of the other.
I agree with you this far.
But with this I cannot disagree more. I want my characters to put in situations which test their convictions, which force them to make hard decisions. But I want actually to be able to make that decision, or it seems utterly pointless to me.
Sure… and a GM can do that. Like your example of loyalty to a lord versus faith to a beloved. That’s something where there is no easy choice for the character, but also no easy choice for the player.
In many cases where there may not be an easy choice for the character, there very clearly is one for the player. So what makes this choice difficult from a player standpoint? Why trust the player to make an “authentic” decision. And I use quotes because what does authentic even mean in this kind of situation?
I’m not advocating for something like using persuasion checks to make PCs behave the way an NPC may want. I don’t think that’s the way most people play D&D, nor am I aware of many games that function that way. Usually, these kinds of mechanics are implemented in a way that is up to the player… they relate to something the player chooses for focus in play. The player essentially says “I want to see this be challenged”.
And in that case, leaving it up to something other than personal choice is a benefit. Of I’m free to just choose how my character reacts to everything that happens to them, then there is no risk. Even if a player chooses the more complicated option for their character, this is not something that involves risk.
Risk requires a lack of control. So if you ever want to address something like “is Sir Felgar as brave as he comes across”, there must be some chance for the answer to be no without the player choosing that.






