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Players choose what their PCs do . . .
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<blockquote data-quote="billd91" data-source="post: 7630950" data-attributes="member: 3400"><p>Now we get back to the age-old RPG discussion on how fiction written by a single author isn't like an RPG. In a novel, it's up to one person to determine if Galadriel connects with Gimli and how they do so. In an RPG, it's up to at least 2 people - the person playing Galadriel and the person playing Gimli. They don't have to agree on exactly what should happen and how. And so we need to have some kind of rules and/or etiquette to determine how to proceed when these situations arise.</p><p></p><p>For most RPGs, I'd advocate that the player controls the PC's reactions while the GM controls the NPCs' reactions barring some direct test (even in a game like Pendragon - which has certain behavioral expectations based on traits the PC possesses. Pendragon also, of course, has direct tests of those traits are evoked to take the character out of the player's control as well as rules for the consequences of acting against a famous trait). That's the general social contract I'd expect at a typical RPG table. That might be negotiable with a particularly trusted GM as seems to be the case with Matt Mercer and his players on Critical Role, but probably not at a convention table.</p></blockquote><p></p>
[QUOTE="billd91, post: 7630950, member: 3400"] Now we get back to the age-old RPG discussion on how fiction written by a single author isn't like an RPG. In a novel, it's up to one person to determine if Galadriel connects with Gimli and how they do so. In an RPG, it's up to at least 2 people - the person playing Galadriel and the person playing Gimli. They don't have to agree on exactly what should happen and how. And so we need to have some kind of rules and/or etiquette to determine how to proceed when these situations arise. For most RPGs, I'd advocate that the player controls the PC's reactions while the GM controls the NPCs' reactions barring some direct test (even in a game like Pendragon - which has certain behavioral expectations based on traits the PC possesses. Pendragon also, of course, has direct tests of those traits are evoked to take the character out of the player's control as well as rules for the consequences of acting against a famous trait). That's the general social contract I'd expect at a typical RPG table. That might be negotiable with a particularly trusted GM as seems to be the case with Matt Mercer and his players on Critical Role, but probably not at a convention table. [/QUOTE]
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