Well, that can be easily added back in.
I should have said "core D&D", shouldn't I?

Nice motivator illustration in that link, btw.
Well, that can be easily added back in.
As far as I recall from our trial 4E campaign, there was no way to declare immunity to CaGI, other than rule zero...
First let me say this is a good all around post that highlights some of the reservations I have about these types of mechanics... Though for some the simple answer is "make sure everyone is on the same page"... I think that's sort of a cop out when it comes to these types of things. How far and how much leeway do the players get? I know in the LoA version of Fate, it is still up to the GM whether an added detail is acceptable or not but then is that narrative "control" on the part of the player if it can be vetoed by the DM or even table consensus?Let me also state for the record that I do not subscribe to the belief that players will inherently stay within the genre, thematic, etc. boundaries when given abilities like these. Will some? Yes. Will all... I honestly don't believe so, I think some players will push (and even snap) the boundaries of what is and is not acceptable and it is for those players mechanics (including limitations and balances/checks)need to be defined.From previous examples, I gathered that *asking* the DM for "what small hard object is there lying around that I can drop on an opponents head?" is *not* narrative control, while positing that specifically a flowerpot is there *is* narrative control.The flowerpot may have been a trivial example, but its the principle I am asking for here. The cauldron of oil and the SMG were more drastic, especially the latter in a fantasy campaign...The three questions you ask: fallible, vetoable, and extent are basically what I also want to know about.
I think this raises some important issues as well... First, is the fighter making them non-automata a permanent thing... and if so how does that interact with say anothe player abilities that may affect automata specifically and thus wants them to be automata? Second how is consistency maintained if things are constantly mutable and being changed?Yes, to me changing that the orcs never were automata would gel with what I've previously been told about Narrative control. This to me sounds like an extremely sandboxed game. I do like myself a good improvisational game as a GM, but I'd have a hard time if one of the pillars of the background story got torn out under me (and I know one of my players who'd have *serious* trouble with things being redefined on the fly!). It would be hard to introduce a story of automata infiltrating the world if the fighters taunt would make them *not-automata* in every combat encounter...![]()
Rules for morale certainly exist in 1e. They seem to have dropped off the radar somewhere between then and Pathfinder.
This is making me confused. To me, all examples of non-magical narritive control *have* been about changing the backstory. When you posit that there is a flowerpot on the windowsill, the flowerpot *has always been there* - i.e. you change the past to change the present. When you posit that the you can sneak past the guards because they've been out all night carousing and are passed out with a hangover, you not only change the backstory, but also affect how disciplined said guards appear and their general mien and reputation.
For having wargaming roots, I think morale is severely underdefined in D&D - opponents are always fanatically fighting to the death. They never break, withdraw, retreat, return to harass, etc.
It is also worth noting that some might say that hit points cover morale.
However, I think that the notion of representing psychological factors with explicit mechanics is an interesting and underexplored idea. Real people are sometimes overcome with emotions to the extent that they lose their ability to act voluntarily, or even perform some actions involuntarily; D&D characters aren't often in this position.
And yes, noted as others quickly posted that older versions of D&D did have morale and there are some takes on it that aren't in current core rules but are out there.
My 1E DM was a simulationist in extremis. When he started his campaign he started bt defining how many critters of each level there were on each hex of the map, and then defined how far each level were willing to migrate to nearest population center...
What that in practice meant, was that as we rose in level, we did not meet many high-level opponents, but simply more and more low-level ones. Since he gladly ignored morale, they simply tromped against us in giant columns down the dungon corridors, just to be ground to death on the fighter's swords. It was kind of a fantasy zulu war - spears against machine guns... hundreds upon hundreds of low-level orcs...
The same DM later repeated the same thing in Shadowrun. For some reason rentacop security guards were willing to run mindlessly into machinegun fire to die in scores upon scores... In the end it started to make me feel more and more queasy.
Not arguing that. They're not present in the core of PF or 4e, which are usually what we're discussing at ENW.Indeed. Again, 1e has rules for NPC reactions. They're a hodge-podge of rules, to be fair, but they're still in the RAW.
That is true. It's a fine line. If you want to simulate the effects of combat, but allow the players to feel they're controlling they're characters, those two ends can conflict.Applying psychological effects to PCs is more problematic. IME players are often reluctant for their characters to behave in a less than courageous manner--even in Actor stance--despite that being the most likely outcome in a given situation. They can and do retreat when it suits them but they're not so keen to have that forced upon them. I'll admit having been guilty of that myself, on occasion.
Indeed. It is very blunt, but it is also reality-based and makes clear to the players that sometimes, as with real people, characters are not in control of their own actions.The sanity rules in Call of Cthulhu are a (somewhat blunt) mechanic which enable this kind of effect.
Not arguing that. They're not present in the core of PF or 4e, which are usually what we're discussing at ENW.
Indeed. It is very blunt, but it is also reality-based and makes clear to the players that sometimes, as with real people, characters are not in control of their own actions.
That is true. It's a fine line. If you want to simulate the effects of combat, but allow the players to feel they're controlling they're characters, those two ends can conflict.
Indeed. It is very blunt, but it is also reality-based and makes clear to the players that sometimes, as with real people, characters are not in control of their own actions.