Faults and RPG Sacrilege
Publié : 07 sept. 2015, 13:41
I ran SoE last night for my first time with first time players that hadn't read the rules. I've been RPGing since the '80s and most of my players also.
There was an encounter where Arven (Pre-gen Book 0) was in a desperate situation. The party was ambushed. Arwen was in "Bad" condition and the rest of the party was hurt too. She was attacked by two brigands, got hit and was brought to "Critical". The Player decides to "roll with the hit" drop to the ground and play dead.
As the point fighter, caught in a desperate situation where the rest of her companions, people she's known most of her life, were in great danger of being killed, I called for a Fault roll against her Passion. She overcame her Fault, fell, rolled and played dead.
After the game, the player approached me to discuss the rule. He believes that the one rule a GL/GM/DM should never violate in any RPG, unless there is cause (like Charmed), is to tell a player how to run their PC. In his mind, to do so, its sacrilegious. If he wants to roleplay his character differently than how her "Ways" or "Character Traits" would be interpreted by the GL then that's his business because it is his character not mine.
My question is not so much as to whether or not I used Faults in an appropriate situation as I think that is very subjective, but rather about a GL using it to "tell in her behalf the way her Character behaves" (book 1, p.234).
How do players react to their actions being overridden and their PC being controlled by the GL in your games?
Should the GL allow the PC to override the Fault roll, but then let the player know that it will impact the Character's Trauma, or the difficulty of the task they are trying to do or be awarded less experience points for a less than accurate portrayal of their PC?
There was an encounter where Arven (Pre-gen Book 0) was in a desperate situation. The party was ambushed. Arwen was in "Bad" condition and the rest of the party was hurt too. She was attacked by two brigands, got hit and was brought to "Critical". The Player decides to "roll with the hit" drop to the ground and play dead.
As the point fighter, caught in a desperate situation where the rest of her companions, people she's known most of her life, were in great danger of being killed, I called for a Fault roll against her Passion. She overcame her Fault, fell, rolled and played dead.
After the game, the player approached me to discuss the rule. He believes that the one rule a GL/GM/DM should never violate in any RPG, unless there is cause (like Charmed), is to tell a player how to run their PC. In his mind, to do so, its sacrilegious. If he wants to roleplay his character differently than how her "Ways" or "Character Traits" would be interpreted by the GL then that's his business because it is his character not mine.
My question is not so much as to whether or not I used Faults in an appropriate situation as I think that is very subjective, but rather about a GL using it to "tell in her behalf the way her Character behaves" (book 1, p.234).
How do players react to their actions being overridden and their PC being controlled by the GL in your games?
Should the GL allow the PC to override the Fault roll, but then let the player know that it will impact the Character's Trauma, or the difficulty of the task they are trying to do or be awarded less experience points for a less than accurate portrayal of their PC?