Control or How I was a terrible MC but got better!
So first off, I know a couple of my players check out this community, and to them I’d like to say Yes this does have to do with our current #Monsterhearts game. And basically I’m asking for MCing advice, so feel free to book mark this and come back to it (or read on or whatever) … I doubt there’ll actually be anything spoilery here, because I don’t really have a plan, but if someone posts a great idea in the comments I might steal it so … yeah, you’re adults. Make your own decisions.
Our Chosen has a nemesis of course, and we don’t know much about it. It’s called a Hiver, it can mind control people. And this is basically a terrible idea. So yeah, not so bad when it takes over an NPC … I’m running the NPCs anyways, it’s cool and spooky when someone goes foggy eyed and starts acting a little weird.
The problem is eventually the PCs are going to run into and it’s going to try and take control of them. We all know the tenets of AW … play to see what happens and all that, but it’s also to see an interesting story right? One of the biggest problems I have with traditional D&D is how often it ends up being a showcase for the awesome story the DM has come up with. And don’t get me started on DMs who have PCs.
Last session the Hiver was having some trouble with a couple of cops who were nosing around when most of the players and an NPC Scooby-Dooed up and put their nose in. In hindsight, I suppose I could have had the Hiver flee, and left the players to explain why they were carrying a crap ton of weapons into a crime scene … Instead the Hiver tried to take over the PCs, and I’ll be honest I was sitting there thinking to myself, “What do you get when you railroad in a story game? A train wreck.”
Fortunately the Hiver ended up taking over the Ghoul, who basically shoved her “hunger” in it’s face, and then took back over while it was using her body to try and eat the Chosen. Unfortunately I can’t rely on those exact circumstances being around to get the group out of the fire and back into the frying pan.
However, my petard is already kind of hoisted here. This is a major villain that’s been messing with the PCs and NPCs since second session and we’re around halfway in here. I’m sure some if/when the PCs do research or whatevs, they’ll come up with some interesting facts about the Hiver, but I’d love any suggestions on how I can maintain integrity in the fiction, without ruining anyone’s play experience.
In D&D “Domination” is a rarely used ability because it is almost universally unfun to have the DM take over control of your character. If I’d sat down and thought this through I wouldn’t be in this sitch, but of course, this isn’t D&D … I don’t have a plan … an idea here or there, but there ain’t no tracks and I feel like I’ve put the group into a situation which could be decidedly less then entertaining, especially if someone flubs all their rolls at every out.
What can I do to ameliorate the situation if nothing else? Any and all ideas are welcome, no matter how ludicrous.
I think you might be forgetting to put Hiver in the cross hairs. It’s ok for the PC’s to succeed and take out the villain without any sort of build up. I think what you really need is a way to solidify how the Hiver works mechanically (a.k.a writing it’s move). I might go with something like ‘When the Hiver tries to take over a PC, they roll __. On a hit they enter their darkest self. On a 10+ change there darkest self to be “act as the Hiver’s agent.” On a miss, your fine.’ I’m not sure what an exit to this would be, and I feel like strings should be involved but I’m just going quick off of what you said (I also don’t have as much experience with MH). I think the overall goal though is to change what the PC’s are acting towards without getting rid of their agency. Your players should understand the meaning of the concept if they have been playing their darkest selves effectively.
For mind control stuff, I’d disclaim decision making. So, when the player is mind controlled by this Hiver beastie, ask the player “Hey, this thing has control of you now. What does it want you to do?” Let them retain control of their character, and act under pressure or whatnot if they act against what the Hiver wants. But, this puts some of the storytelling onto the players, and they get to pick some of the agenda of this evil thing the Chosen is chasing.
And how to cure someone from this could fall under routine investigation style stuff (especially if that Chosen has a library,) or could potentially happen from the mind controlled player gazing into the abyss to gain insight on how to counteract the mind control. (Or any other number of ways — after they’ve been controlled for awhile, you can always ask them, “So, how do you think you can get out of this?” or “How do you think you can break this connection?” — that sort of thing.)
Plenty of other ways to handle this, certainly, but I feel like asking the player how their character is being controlled gives them some creative input into their character’s state, so it feels a lot less like dominate in D&D as you described.
Remember that the players also have to follow the fiction. You could simply tell the player their character is now being controlled by the Hiver and their primary motivation is to protect the Hiver.
Alternately, you could easily make the control something that takes over in stages. Like a countdown clock, except perhaps the first three times a player fails the roll for resisting domination you offer experience. “You feel strongly that you want to leave and never willingly return to this cave. If you do you can take experience.” and then the next time they come in contact with the Hiver’s control-y grasp and they miss the roll you could force them to Hold Steady or Run Away for experience. (In addition to the normal experience awards, or else it’s not an incentive.)
Maybe something like this:
Under the Hiver’s power: Roll+Coll. On a 10+, choose 3, on 7-9 choose 1, on a miss gain a String on the Hiver.
– The GM can make a hard move on your behalf. You mark 1 xp
– The Hiver gain 2 String on you
– The Hiver has +1 foward against you
– You become your Darkest Self.
This way you can act controlling the PC’s action (option 1), you can make the Hiver plant a command (option 2) or make it easier for him to take over in future atempts (option 2 and 3).
I just came up with that, I’m certain it can use lots of improvements (options 1 and 2 seem a little unbalaced, maybe, considering you choose one on a 7-9)
You say they are researching facts about the Hiver. Maybe they find a way of defeating the mind control? Perhaps fighting it off takes an action or two, during which it can still force actions – still making it scary, but not game-deadening.
You have been given a lit of good advices ^^
I’ve been on both ends of mind control in MH, and I found the key to still grant power to the PC, making the decision their: a simple move.
Mind Control: The Hiver talks to you from the inside. If you act on its behalf mark experience.
Or, even better considering he is The Chosen nemesis: when you do take a bond on him.
Alternatively make it a roll move, like Igor said:
Mind Control when the Hiver is trying to control you roll +weird (or cool). On a 10+ you got all three, on a 7-9 choose one
– You resist its suggestion
– Take a bond on him
– You learn a valuable secret on its nature.
What I don’t concur is to treat it like a stolen car.
I know this sounds like sweating in a church, but let me explain.
It is the Chosen nemesis.
In my opinion it isn’t mine to use. It’s part of the Chosen character, and their player have just lent it to me, with the implicit accord I will use it to make the Chosen shine and face meaningful danger.
If someone is playing the Chosen they are interested in facing a powerful and overwhelming enemy, that only they can defeat, with sacrifice.
Nothing deprives the Chosen player of their investment more than an easily defeated nemesis.
Does this makes sense at all?
I thought about what I wrote and I think I have something to add.
When you walk the slippery slopes of mind control the Sanger you are courting is deprotagonistizing the PC, making their choices less significant.
Everything the Hiver will do will be an MC move, and thus is a first line odd dense you have against this eventuality.
The second one is stop before stepping between someone and their character.
The second move I wrote, the roll one, if vulnerable on this side.
Where this line lies is a matter of social contract and could change from group to group.
With some of the people I play I could use it without problems.
With others I would use a “fade to black” technique: the PC passes out and wake up wit blood everywhere. This will give a certain degree of protection to their agency (they didn’t anything, not on screen).
With casual groups I will not use that move, but the first one.
It depends on how much your friends are good with this. I suggest you to openly talk about this with them.
Another way to look could be the.Hypnotic move of AW Skinner, with the Hiver taking holds to be spent giving -1 or +1 to the PCs.
This is an even lighter move.