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A Question Of Agency?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8151667" data-attributes="member: 7025508"><p>An actual example of somewhat annoying personality mechanic that I have experienced in practice: Exalted virtue mechanic. If you have at least three point in a virtue (in 1 to 5 scale, so moderate) you need to roll it in certain pretty common situations to act in a certain way. For example:</p><p></p><p><strong><em>Characters Must Fail a Valor Roll to: </em></strong><em>Turn down</em></p><p><em>a duel of honor or a call to single combat. Flee a battle.</em></p><p><em>Receive an insult without seeking retribution. Turn down</em></p><p><em>a dare or challenge.</em></p><p></p><p>Now you can overcome this by burning willpower point, but those are a precious resource and are used for other things in the game too, most importantly to refuse conditions imposed on you in the game's social combat mechanic (and this is not even getting to any supernatural effects.)</p><p></p><p>The result is that in dramatic situations the character's actions are often not chosen by the player. The virtue may compel them to act in a certain way, or an NPC can just 'mind control' them via superior social skills. If you don't want this to happen you need to hoard your willpower points (and they're used for other things than just to resist these compulsions) and even then if the situations come up often enough you can just run out. I did not find this mechanic fun and I was hardly alone in this. We ended up seriously house ruling these rules.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8151667, member: 7025508"] An actual example of somewhat annoying personality mechanic that I have experienced in practice: Exalted virtue mechanic. If you have at least three point in a virtue (in 1 to 5 scale, so moderate) you need to roll it in certain pretty common situations to act in a certain way. For example: [B][I]Characters Must Fail a Valor Roll to: [/I][/B][I]Turn down a duel of honor or a call to single combat. Flee a battle. Receive an insult without seeking retribution. Turn down a dare or challenge.[/I] Now you can overcome this by burning willpower point, but those are a precious resource and are used for other things in the game too, most importantly to refuse conditions imposed on you in the game's social combat mechanic (and this is not even getting to any supernatural effects.) The result is that in dramatic situations the character's actions are often not chosen by the player. The virtue may compel them to act in a certain way, or an NPC can just 'mind control' them via superior social skills. If you don't want this to happen you need to hoard your willpower points (and they're used for other things than just to resist these compulsions) and even then if the situations come up often enough you can just run out. I did not find this mechanic fun and I was hardly alone in this. We ended up seriously house ruling these rules. [/QUOTE]
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