Geoff Watson said:There are several reasons many players hate being captured. One is loss of control. Most captures are obvious rail-roading by the DM, with no chance for the PCs to escape. The DM wants the story to go a certain way, and the players aren't allowed to spoil his precious plot.
Well, lots of things in a game can result in loss of control for the players. However, not many are likely to provoke as visceral a reaction as the threat of being captured.
For most gamers, roleplaying is basically a power fantasy. You get to do things you could never do in real life, whether it's flying around, shooting blasts of lightning around, talking to kings and nobles, or fighting big hordes of monsters. It's "fantasy shopping for guys", as Robin Laws puts it: the kind of shopping that guys would do, if you never had to leave the house, and you were shopping for super powers. The capture scenario, however, turns that entirely on its head. It explicitly takes power away from the players and puts their fate entirely in the hands of the GM. It's no wonder that it causes problems.
There are, of course, some people who will swear on Eric's grandmother's grave that they are into "roleplaying" and not interested in power at all. These people are either 1) GMs who Don't Get It; or 2) Call of Cthulhu players.
Personally, I think Call of Cthulhu would be much improved by giving PCs access to rocket launchers, but that's just me.
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