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Players choose what their PCs do . . .
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<blockquote data-quote="Ovinomancer" data-source="post: 7635093" data-attributes="member: 16814"><p>I think, in D&D, it would be a serious overstep to do so. In the scene above, the player threw me for a loop. Previously, the player had established that the character had no recollection of their time before being a thrall. But, in the scene, the player revealed that they dud recall. I had been planning to offer a way to recover memory in exchange for helping this mindflayer, but that went right out the window (hold on lightly!). Instead, I had the mindflayer insinuate that these memories may well be false and dangled a deeper mystery as maybe existing (refering to the character as a dangerous tool). At the same time, i introduced that the mindflayer isn't trustworthy. So, now, the player can engage on "do I have false memories?" or assume the mindflayer is lying and keep ahold of their idyllic memories. It will, however, be the player's choice. I have no tools in D&D to bring this into a challenge for characterization nor to resolve such a challenge.</p><p></p><p>In another system the player could have challenged the mind flayer's assertions, but would be risking finding out they might be true. I don't see how that could work in D&D without crossing the one bright line of authority in the game.</p><p></p><p>EDIT: So, to sum up the above, in D&D, the way this works is the the GM can ask for a change, but it's the player's authority to accept or refuse.</p><p></p><p>As an aside, I had sketched up this scene a few weeks ago, but we've been unable to play for awhile due to life. So, when I had a bunch of cranium rats deliver the PC to a mindflayer in the basement of an abandoned wharehouse, it wasn't until I was doing it I realized the uncanny simularity to a recent Netflix show. I had to laugh.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7635093, member: 16814"] I think, in D&D, it would be a serious overstep to do so. In the scene above, the player threw me for a loop. Previously, the player had established that the character had no recollection of their time before being a thrall. But, in the scene, the player revealed that they dud recall. I had been planning to offer a way to recover memory in exchange for helping this mindflayer, but that went right out the window (hold on lightly!). Instead, I had the mindflayer insinuate that these memories may well be false and dangled a deeper mystery as maybe existing (refering to the character as a dangerous tool). At the same time, i introduced that the mindflayer isn't trustworthy. So, now, the player can engage on "do I have false memories?" or assume the mindflayer is lying and keep ahold of their idyllic memories. It will, however, be the player's choice. I have no tools in D&D to bring this into a challenge for characterization nor to resolve such a challenge. In another system the player could have challenged the mind flayer's assertions, but would be risking finding out they might be true. I don't see how that could work in D&D without crossing the one bright line of authority in the game. EDIT: So, to sum up the above, in D&D, the way this works is the the GM can ask for a change, but it's the player's authority to accept or refuse. As an aside, I had sketched up this scene a few weeks ago, but we've been unable to play for awhile due to life. So, when I had a bunch of cranium rats deliver the PC to a mindflayer in the basement of an abandoned wharehouse, it wasn't until I was doing it I realized the uncanny simularity to a recent Netflix show. I had to laugh. [/QUOTE]
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