New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 5 of 5
  1. - Top - End - #1
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Aug 2007
    Location
    In a shadow of a shadow
    Gender
    Male

    Default Idea: Mind-Controlled PCs

    Anyway, I was playing R-Type Final for a bit, and I just discovered the part where you fall under the influence of the Bydo and end up attacking Earth.

    This gave me an idea-During a projeted campagin, the PCs are captured by the main antagonists, the Iul. Rather than put them in a death trap, or shoot them, the commander realizes that they could be a useful asset, and subjects them to a mind-altering procedure. Their personalities remain the same, but now the characters think they're some of the colonists who willingly defected to the Iul for a chance at a better life. It doesn't stick, but by the time the PCs remember who they actually are, their normal employers are glad that they're normally on their side.

    Of course, I'm going to ask the players beforehand, to see if it's all right with them that they become villains for a little bit.

    So, do you think that this is a good idea?
    My Homestuck role is Thane of Space of the Land of Insanity and Frogs.

    The Malkavians would be proud.

    ***

    Thanks to Mokipi for the Exalted avatar!

    For avatars of your own, he's on White Wolf.

  2. - Top - End - #2
    Troll in the Playground
     
    Lochar's Avatar

    Join Date
    Sep 2007

    Default Re: Idea: Mind-Controlled PCs

    Quote Originally Posted by Leliel View Post
    Of course, I'm going to ask the players beforehand, to see if it's all right with them that they become villains for a little bit.
    This is the key phrase here. It's a very good idea, especially since you aren't god modding them into being on the opposition's side.


    But don't just 'kidnapped and BAM! you're a villain' type stuff. Describe it. Give them will saves to throw it off, and make the saves higher and higher each time they beat it. Start at like 10, and jump it 5 every hour/day/week/whatever they manage to resist the control.

    Then, once they're controlled, have them be villains.


    Every week/month/whatever, give them a Will save to recall/remember/throw off the control. Their DC is [Reasonable Number] or the last DC they missed during the conversion, whichever is higher.

    Every time they fail it, drop the DC by 2.

    Natural 20 does not auto throw off the control, but neither does natural 1 auto succumb to it.
    Most excellent Rising Echo avatar created by GryffonDurime.
    Quote Originally Posted by Cardea View Post
    That is the scariest two lines I have read in a forum of any kind.
    Take two internets, a cookie and a vorpal sword, please.
    Youth ages, immaturity is outgrown, ignorance can be educated, drunkeness sobered, but stupid lasts forever.

    Don't be stupid.

  3. - Top - End - #3
    Titan in the Playground
     
    Tengu_temp's Avatar

    Join Date
    Jul 2008
    Location
    Poland
    Gender
    Male

    Default Re: Idea: Mind-Controlled PCs

    Frankly... I wouldn't like it, and I think many people think the same. Most players will get pissed off when you control their characters' actions like that. Not to mention that such things would cause angst in most good characters and some neutral ones. And player angst is rarely good. Especially if some of them used to play light-hearted and courageous characters before.

    Such things better work for important NPCs that the PCs care about.

    Siela Tempo by the talented Kasanip. Tengu by myself.
    Spoiler
    Show





  4. - Top - End - #4
    Bugbear in the Playground
     
    Hal's Avatar

    Join Date
    Feb 2008
    Location
    Baltimore
    Gender
    Male

    Default Re: Idea: Mind-Controlled PCs

    Actually, I think this only works as long as the players aren't aware of what's going on. Start a game where they're working for the "good guys," and slowly let on that things aren't quite right. Eventually have them go up against whoever the actual good guys are, someone recognizes them, and there's your catalyst. The good guys try to explain what's going on and help them get their memories back. At that point, you can either let them have will saves to "remember" their pasts or just let it slowly return by fiat.

    Honestly, I think the players being aware of things just lets them metagame their way through the experience. This way might end up being frustrating, but it could also end up telling a remarkable story.
    Halbert's Cubicle - Wherein I write about gaming and . . . you know . . . stuff.

  5. - Top - End - #5
    Firbolg in the Playground
     
    AstralFire's Avatar

    Join Date
    Oct 2007
    Gender
    Female

    Default Re: Idea: Mind-Controlled PCs

    I agree with Hal and in a roundabout way Tengu.

    Basically, it only works really well if the PCs:
    - Don't know it's happening
    - Are the type to get along with a sudden mind**** like that.

    If your PCs fail either requirement, well... So this is really a question only you can answer.

    It might help if you actually do a campaign like this where you design all of the characters' sheets and their broad personality; let them develop the quirks and spring it on them after a good long wait and they've come to love their characters (design more sheets than you need so they can pick a character they like). Then the players who join are more likely to be the ones who roll with that sort of thing to begin with, without actually knowing what's going to occur.


    a steampunk fantasy ♦ the novelthe album

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •