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Players choose what their PCs do . . .
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<blockquote data-quote="pemerton" data-source="post: 7634733" data-attributes="member: 42582"><p>You posted this not too far upthread:</p><p></p><p>Before you posted that, [MENTION=16586]Campbell[/MENTION] already posted on outline of mechanics from Exalted which contradict what you said: the player in Exalted (i) does not sit out of the loop, and (ii) does have input on how his/her PC would react.</p><p></p><p>Further upthread I posted the Apocalypse World mechanics for PvP seduction/maipulation. In that system the player gets to decide exacty how his/her PC reacts, but is also subject to mechanical effects depending upon the persuading player's degree of success on the check.</p><p></p><p>And I've also mentioned (several times) the MHRP/Cortex+ Heroic mechanics, which allow the placing of a complication, or emotional or mental stress, on a PC - and when the player has his/her PC attempt an action which would be hindered by that stress or complication then the relevant die is added to the opposing pool. (Before you ask, <em>what if it's an unopposed check</em>, all checks in that sysemt are opposed.) The player is never "out of the loop" because s/he builds his/her own pull to resist any attempt to impose such stress/complication, and until s/he is "stressed out" - the stress or complication reaches 12+ in size - then s/he gets to choose what s/he does (but obviously has an incentive to choose one way rather than another).</p><p></p><p>These systems produce different play experiences on from the other, but all are different from the <em>player always chooses</em> that you are advocating for. And none has the characteristics that you have said such different systems must have.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7634733, member: 42582"] You posted this not too far upthread: Before you posted that, [MENTION=16586]Campbell[/MENTION] already posted on outline of mechanics from Exalted which contradict what you said: the player in Exalted (i) does not sit out of the loop, and (ii) does have input on how his/her PC would react. Further upthread I posted the Apocalypse World mechanics for PvP seduction/maipulation. In that system the player gets to decide exacty how his/her PC reacts, but is also subject to mechanical effects depending upon the persuading player's degree of success on the check. And I've also mentioned (several times) the MHRP/Cortex+ Heroic mechanics, which allow the placing of a complication, or emotional or mental stress, on a PC - and when the player has his/her PC attempt an action which would be hindered by that stress or complication then the relevant die is added to the opposing pool. (Before you ask, [I]what if it's an unopposed check[/I], all checks in that sysemt are opposed.) The player is never "out of the loop" because s/he builds his/her own pull to resist any attempt to impose such stress/complication, and until s/he is "stressed out" - the stress or complication reaches 12+ in size - then s/he gets to choose what s/he does (but obviously has an incentive to choose one way rather than another). These systems produce different play experiences on from the other, but all are different from the [I]player always chooses[/I] that you are advocating for. And none has the characteristics that you have said such different systems must have. [/QUOTE]
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