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    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Mind Control without going too far

    In a PTA game, the DM is allowing me to play a Influencial, which for those who don't play PTA means I can do mind control.

    But he said "I'm not allowed to go too far".

    Other than using it on every NPC, what would you class as going too far and what would be fair game?
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    Bugbear in the Playground
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    Default Re: Mind Control without going too far

    Ask him what "too far" means. Our replies are meaningless, since they aren't his.

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    Default Re: Mind Control without going too far

    Quote Originally Posted by Andreaz View Post
    Ask him what "too far" means. Our replies are meaningless, since they aren't his.
    When I asked this was the following discussion (summarized):
    Me: And what would be too far?
    DM: I'm not sure as I've never had to deal with the issue before. Just don't abuse it.
    Me: Okay...
    So really what I'm asking is for a general RPG, what would be considered abusing Mind Control?
    Last edited by Milo v3; 2012-11-09 at 06:38 AM.
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    Bugbear in the Playground
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    Default Re: Mind Control without going too far

    Well, then there's nothing to be done. Just keep doing it and when he does the "dude, what the @#(*@(*#" face you shift.

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    Default Re: Mind Control without going too far

    Also, I'd consider not using it on every NPC, only when it potentially matters. If your DM has never had a player with your power set before, he may not really know what you can do, so try to feel him/her out about your attempts to influence his NPCs and mess with his/her plans.
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    Default Re: Mind Control without going too far

    What does the game say about mind control?
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    Default Re: Mind Control without going too far

    What's PTA?

    Maybe give yourself a restriction? Like, you'll only use it in a matter of life or death, or, you only use it to prevent violence (For example, you'd have no problem mind controlling a bar about to erupt into a brawl to make everyone take a moment and breathe).
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    Ogre in the Playground
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    Default Re: Mind Control without going too far

    im not familiar with this system but good rules of thumb for mind control.
    1) don't mind control the boss
    2) don't run around with armies of mind controlled thralls
    3) don't use it to acquire inappropriate gear. exactly what this means is very setting dependent
    4) don't mind control pcs
    Last edited by awa; 2012-11-09 at 10:08 AM.

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    Default Re: Mind Control without going too far

    I expect it's Primetime Adventures. I've heard good things about it.
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    Default Re: Mind Control without going too far

    Here are some good rules of thumb. I think you should treat it like killing.

    0. Ask your DM to clarify what he means.

    1. Don't use it on PCs.

    2. Try not to use it on Mary Sue plot-critical NPCs.

    3. Unnamed mooks are fair game for whatever hilarious/disturbing/game-shattering mind-control shenanigans you can think of.

    4. Do not use it on rooms full of attractive women to become your sex slaves. Especially underage women. The DM will despise your character and arrange his swift, untimely end. Pretend your character has morals if necessary.

    5. Using mind-controlled innocents to check for traps is frowned upon. Former enemies, on the other hand, are acceptable casualties to schadenfreude.

    6. Do not use it on shopkeeps. It will work exactly once, and will earn you the DM's entire supply of RAGE .
    Last edited by Slipperychicken; 2012-11-09 at 12:19 PM.

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    Default Re: Mind Control without going too far

    Quote Originally Posted by Slipperychicken View Post
    Here are some good rules of thumb. I think you should treat it like killing.

    0. Ask your DM to clarify what he means.

    1. Don't use it on PCs.

    2. Try not to use it on Mary Sue plot-critical NPCs.

    3. Unnamed mooks are fair game for whatever hilarious/disturbing/game-shattering mind-control shenanigans you can think of.

    4. Do not use it on rooms full of attractive women to become your sex slaves. Especially underage women. The DM will despise your character and arrange his swift, untimely end. Pretend your character has morals if necessary.

    5. Using mind-controlled innocents to check for traps is frowned upon. Former enemies, on the other hand, are acceptable casualties to schadenfreude.

    6. Do not use it on shopkeeps. It will work exactly once, and will earn you the DM's entire supply of RAGE .
    this,
    though 1 should be

    1. Don't use it on PCs, unless you have to
    (Eg they have been mind controlled by someone else)

    and I'd add

    7. Don't use it in the bar.
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    Default Re: Mind Control without going too far

    Quote Originally Posted by Totally Guy View Post
    What does the game say about mind control?
    Basically once per day I can spend one turn to plant a suggestion into a characters mind, and once per day I can spend another turn to make them act on the suggestion.
    Though I need to make an Intelligence check to make sure it works.

    Quote Originally Posted by Dragonmuncher View Post
    What's PTA?
    Pokemon Tabletop Adventures.

    Maybe give yourself a restriction? Like, you'll only use it in a matter of life or death, or, you only use it to prevent violence (For example, you'd have no problem mind controlling a bar about to erupt into a brawl to make everyone take a moment and breathe).
    Perhaps, as I can only target one person a day with this it would make sense to reserve it.

    Quote Originally Posted by awa View Post
    im not familiar with this system but good rules of thumb for mind control.
    1) don't mind control the boss
    2) don't run around with armies of mind controlled thralls
    3) don't use it to acquire inappropriate gear. exactly what this means is very setting dependent
    4) don't mind control pcs
    Soiunds good.
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    OldWizardGuy

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    Default Re: Mind Control without going too far

    Personally I'd treat it as "Avoid hard mind control" IE, you can plant your suggestions about people being friendly, predisposed to offering you otherwise sensitive information, or doing something to sabotage an ally in a way that can't be traced back to them, but they won't do anything suicidal, blatantly out of their character, etc.

    So you could suggest to a shopkeeper that he likes you and should offer you a discount, because he remembers the good old days and longs for adventure outside of his mundane grind- but you can't force him to give you whatever you can carry for free.

    of course, the more RP and motivation you can attatch to your suggestions, the better the results should be with your DM.

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