On 3/22/2019 at 12:00 PM, Jedi Ronin said:It's harder for a GM to engage the emotions (Strength/Weakness) because those are all internal to the PC and the GM shouldn't get heavy handed and dictate what a PC is feeling or thinking (I'm not suggesting you were recommending this).
I don't think it's heavy handed for a GM to indicate that a particular outside stimulus is engendering a certain emotional reaction. That's what outside things do. Besides, the fact is that most players are unwilling to let their PC's act natural when it comes to emotions, specifically negative ones, especially if that emotional reaction might have detrimental consequences for them.
But the reality of being an organic being that has emotions, is that they are not 100% under our control, if hardly ever. Self-control is mostly learning how to notice the emotions when they arise (of their own volition based on outside stimulus), and TRY and control them, to prevent them from influencing our actions. But as anyone who has been alive for any length of time knows, that doesn't always work. We've all seen, and had it happen to us. Some situation happens, and our body reacts. We feel hot with embarrassment, rage, shame, fear, etc. Sometimes we keep our cool, sometimes we don't. The GM is the person telling the player what emotion is effecting the PC, the PLAYER is the one who then determines the reaction to that outside stimulus. And since the game runs on dice, to allow for variable results, that's when some kind of Discipline/Cool/Etc check should come into play. If the player wants to resist it, and not just embrace the emotion (perfectly valid for a Dark Sider), then they would roll the dice. If they succeed, then the PC acts in accordance to how the Player wants them to react. If they fail, they didn't keep their cool, and end up having a negative reaction. Which is something that happens to all of us. Again, this is only an issue with players who aren't willing to simply embrace the light/dark nature of roleplaying, which is a large number of them in my experience. They seem to forget that what makes the most cherished characters in history compelling are how they don't always win. How they have flaws, and problems, and weaknesses, that enemies exploit to push the hero down paths they wouldn't normally have chosen. The struggle is where the drama, and enjoyment in the storytelling lives.
So to be mad at the GM for "telling me how I feel" is kind of a really lame excuse, one used by people who can't get past their own ego about what they want the PC to be, and see how the PC can change and develop as events effect them. You know, like LIFE. And how it will be even more satisfying to have them have to struggle to either climb back up from the pit they put themselves in, or the struggle to maintain their morality, when so many things seek to push them away from it.
I mean, let's use a scene from Civil War, the movie. Major spoiler for that one person who hasn't seen the film but...
Tony is mostly on the side of the Winter Soldier up until the point where he sees the footage of him killing Tony's parents. He is sympathetic to the fact that he's clearly being setup, and the fact that he was subjected to brainwashing to turn him into an assassin. But none of that matters once the footage shows him his parents being killed. He gets enraged, and seriously attempts to murder Bucky, and Captain America too. Even when Steven says "This won't bring them back." he says he doesn't care. None of that matters, because that guy killed his mom. And he's going to murder him.
Now it's easy to say in that scene that the GM could respond with "this has enraged your PC." with "nuh uh! You don't get to tell me how my PC feels!" Instead of embracing the fact that it could lead to an awesome conflict between friends, the culmination of an entire campaign's tension and drama, and make for a gaming session that the friends talk about for years to come as one of those awesome sessions.
There is an episode of GM of the Rings that I think perfectly illustrates this. The PC's are going into the Mines of Moria, and the GM tells them that they feel an overwhelming cold dread come over them as they enter the dark and dead caverns (you know, like what would happen to just about anyone who really does something like that.) And one of the players says "no i don't." the GM replies "What?" "I don't feel afraid. I've faced down Cthulhu's spawn and stared into the gaping maw of madness that is the eldritch horrors of the Old Ones! This is nothing! Let's go!" In my experience, players have a hard time separating their own personal lack of fear (or any emotion really) of a situation, from the fact that they are sitting at a table, safe and comfortable, with friends, eating chips and drinking soda. So since THEY don't feel fear, then they don't see why their PC should feel fear. Basically, a lot of players try and meta their PC's emotions, based on their own emotional state.
Eh, I'm going off too long on this.
TLDR: Emotions aren't always under our control, that's just reality for anyone. So it's perfectly reasonable for a GM to declare a PC is feeling a certain type of emotion, based on outside stimulus. It's the player's right to then try and determine how the PC reacts to said stimulus.