So I have a question about mind affecting PC as a GM. So I want to mind control or influence my PCs. I’m not sure what they should roll. I am taking a cue from theDominate power out of Monsterous and saying ‘if you just go with it, you get so.’
If they want to try and resist they should roll sharp? Cool? Also would it be too harsh to say that if they forgo the free xp and choose to roll, if they fail the roll they don’t get xp? My rational being they are forgoing free xp by rolling they are gambling against failing.
I prefer to leave the choice up to the player, something like an offer of an xp mark if they do what the influence wants.
If you want a roll to resist, you could just use Act Under Pressure, or make a custom resist move if you want to use a different rating – there’s no right or wrong here, it’s more that what you choose will give different flavours in play.
I too prefer to leave it up to the player, but offer them something, like an XP, if they comply. I’ve also taken a page from Apocalypse World and made moves that say “You’re Acting Under Pressure to do anything other than comply with these demands”.
Basically, I would say leave it a choice as to whether the player complies or not, but make complying with the demands attractive and/or resisting difficult and dangerous.
I don’t know if it’s applicable to your situation, but I ran a game based on The Puppetmasters (mind controlling aliens). It was an Act Under Pressure roll to resist their influence. If the player failed I secretly told them that they have a strong desire to do X, while still letting them control their character’s actions. If I felt that they weren’t complying, I had them roll act under pressure again, taking harm if they failed the roll. It worked out pretty well, and my players had fun. Mind control can work as long as the players have a choice and know the consequences of non-compliance.
Aaron Shelton Good idea! I hadn’t thought of handling it that way.