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How do you feel about player-on-player dice rolling?
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<blockquote data-quote="Gorgon Zee" data-source="post: 7611636" data-attributes="member: 75787"><p>I assume you mean one player trying to control the actions of another player's character, using game mechanics to do so.</p><p></p><p>The simple answer, as it always is: "<strong>I like it if it makes the game more enjoyable for the players</strong>". Everything else is an elaboration of this central goal. Things to consider in deciding if it makes the game more enjoyable are:</p><p></p><p><strong>Group Dynamics</strong>: I personally am quite happy for another player to make some sort of influence roll and then narrate my character for a bit. My regular gamers are not liable to abuse this and so I feel quite comfortable with it. At a Con game, I might be a lot more nervous. I also fall into the "straight old white male" demographic, so my real-world experience does not have a lot of bad experience of others controlling my fate. This is not true for many people, so as a GM I need to make really sure that players trust each other before allowing one player to control another's action. I'd be especially careful when the player-dynamics are imbalanced, so I'd be more likely to allow a kid to control an adult's character than vice-versa. </p><p></p><p><strong>Consistency</strong>: If you establish a way of handling it (for example, making the controller ask the GM to make the character act -- so establishing the GM as a mediator) try and do it the same way all the time. But at the same time, don't allow a situation to be un-fun just to preserve consistency. </p><p></p><p><strong>Duration</strong>: Long-term strong control is a terrible idea -- it removes a player from playing the game. One player might be OK with their character being completely "dominated" for a few rounds (in an F20 style game); another player might be Ok with a character having an ongoing mild form of control (e.g. adding an aspect "I want to do what Siouxsie wants done" to their character).</p><p></p><p>Overall, my suggestions would be:</p><p></p><p> [1] The first time this comes up, break play and discuss it as a group, paying particular attention to quieter players</p><p> [2] Make it clear that the controller's job is to make the game more fun for the other player -- it adds responsibility to them</p><p> [3] Mediate all controlling actions yourself, so you can step in smoothly and fix issues.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7611636, member: 75787"] I assume you mean one player trying to control the actions of another player's character, using game mechanics to do so. The simple answer, as it always is: "[B]I like it if it makes the game more enjoyable for the players[/B]". Everything else is an elaboration of this central goal. Things to consider in deciding if it makes the game more enjoyable are: [B]Group Dynamics[/B]: I personally am quite happy for another player to make some sort of influence roll and then narrate my character for a bit. My regular gamers are not liable to abuse this and so I feel quite comfortable with it. At a Con game, I might be a lot more nervous. I also fall into the "straight old white male" demographic, so my real-world experience does not have a lot of bad experience of others controlling my fate. This is not true for many people, so as a GM I need to make really sure that players trust each other before allowing one player to control another's action. I'd be especially careful when the player-dynamics are imbalanced, so I'd be more likely to allow a kid to control an adult's character than vice-versa. [B]Consistency[/B]: If you establish a way of handling it (for example, making the controller ask the GM to make the character act -- so establishing the GM as a mediator) try and do it the same way all the time. But at the same time, don't allow a situation to be un-fun just to preserve consistency. [B]Duration[/B]: Long-term strong control is a terrible idea -- it removes a player from playing the game. One player might be OK with their character being completely "dominated" for a few rounds (in an F20 style game); another player might be Ok with a character having an ongoing mild form of control (e.g. adding an aspect "I want to do what Siouxsie wants done" to their character). Overall, my suggestions would be: [1] The first time this comes up, break play and discuss it as a group, paying particular attention to quieter players [2] Make it clear that the controller's job is to make the game more fun for the other player -- it adds responsibility to them [3] Mediate all controlling actions yourself, so you can step in smoothly and fix issues. [/QUOTE]
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