Oofta
Legend
My character's in-world choice to riff off of ... umm a play he saw once ... about a crazy guy who dressed up as a bat and the completely sane dude who knows that most people are motivated by random stuff so is just being explicit about how random and meaningless life is?Whoa, whoa, whoa, WHOA!
You absolutely insisted that mechanics can NEVER dictate your actions. You have been absolutely adamant about it.
Yet, here you are, using mechanics to determine the actions of your character.
So, which is it?
Because, as I just quoted @Oofta above, the line is not clear. @Oofta repeatedly absolutely stated that he refused to use any sort of mental mechanics. That any sort of mental mechanics were 100% not appreciated. He then goes on to state that sometimes, if he is unsure of how his character will react, he will use mental mechanics.
That's my point all the way along. People make these absolute claims and then, once you start to actually scratch the surface, suddenly those claims aren't actually backed up by the facts.
But it's my choice as a player to do so, my choice on what the possible outcomes and the odds are. It's also something I use extremely rarely, just something I have used in the past even if I can't remember the last time.
Not lying. Just not examining the facts.
Right. Because you decided what the facts are, which just happen to contradict how people express their thought process. You are the sole arbiter of truth on something that's subjective.
You flat out stated that you NEVER use mental mechanics and then gave examples where you did by using random chance to make the decision for you.
So, it's all about understanding the process of decision making. If you aren't in control of emotional responses, then how can you claim that it is perfectly reasonable for your character to be 100% in control of his emotional responses. Only, he isn't, since you use game mechanics to determine his responses. Which makes claims that you never use mechanics to determine emotional and mental states kinda hard to parse.
When I have used it, it's more "I know something and understand what's going on, but would my character realize this?" But there is no one true way. If I do decide as a player to make a call based on a random roll it's not dictated by the game system. The game rules don't determine mental mechanics. As a DM I never tell a player to make a check to determine their mental state. Other players can never tell me what my decision is.
So again, apples and oranges. The player is still in total control even if I decide that my PC will flip a coin to make a decision because the character is totally aware that they are flipping a coin, it's not a metagame mechanic.
Fair enough. LIke I said, it was my personal opinion and not meant as a statement of fact. I do consider a lot of earlier D&D to be barely a role playing game. The role playing game that many of us engage in evolved despite the game not because of it. Heck, the rise of Vampire owes a considerable amount to the reaction against the way D&D was being played. But, you're right, this is getting off track. Please, let's return to the notion of how people never use mental mechanics except when they do.
I mean, so far, we have @Oofta contradicting himself. @Maxperson upthread mentioned using mental mechanics to determine NPC actions, and, presumably, would have no problems doing the same as a player. Wonder who else has done as @Oofta has and let an ad hoc mechanic (If I roll this I do X, if I roll that, I do Y) determine the mental state of the character.
I think it really is a good area to explore, because the root argument against mental mechanics is that people don't want mechanics telling them how their character feels. But, when the rubber meets the road, it's apparently fine to do it in small doses.
If it's acceptable to do in small doses, then the problem isn't with the mechanics, but, with how and when those mechanics are applied. Considering the rather broad range of ignorance of other games and how such mechanics actually look like in play, it's a fairly challenging conversation to have.
I'm only "contradicting" myself because you twist what I say into knots. I don't want the game system to dictate what my PC thinks, feels or what causes them to hesitate. What you view as consistency I view as limitations. How the player determines what their character thinks or feels, even if that means including some randomness, is completely up to them. I don't even care about PC's TIBF or alignment, it's up to them how they're used, or not.