A discussion started on another thread regarding what social skills / feats / abilities used by NPCs should be applied to PCs (i.e.: Can a NPC Temptress use Binding Contract against a PC). Some posters raised an issue that it's not like sorcery, so the PC should be able to make up their own mind (Free Will approach), while others suggested that a well role-played character will take the NPCs effects into account (Method Acting approach).
There was the implication that a social game construct (ability/feat/skill) did not carry the same weight as a magical construct (sorcery / outsider) and therefore the PCs could choose to ignore the construct, but that NPCs could not if the PCs applied it to them. Part of this was based on the fact that the PCs are the heroes and as such could not be influenced. My playing group has always operated under the agreed upon assumption that the rules of the game apply to both the PCs and the NPCs (What’s Good for the Goose approach).
When a sorcerer casts a spell on a PC, there is no actual magic taking place. What is happening is there is a game rule that is applied to the PCs actions. If the PC was hypnotized, the player would be expected to play his character in the manner the sorcerer dictates. A game construct (magic spell) is applied to another game construct (Player Character). How is this different from a social construct (Binding Contract) being applied?
Now if your player doesn't want to play his character the way the construct has been applied to him what do you do? If the PC says 'I don't want my character to be hypnotized, so I am going to ignore that', then the whole game collapses because the game is a social contract between the players, including the GM, to stay within a certain framework, and rules are created to define that framework. So is it any different when a PC says 'My character would never be scared by a Menacing Aura, so I ignore it.' or 'My character wouldn't watch the Temptress dancing and not notice someone sneaking around, so I ignore it'. Would the players accept the GM saying 'The NPC ignores your ability/ magic because I don't think he/she would want to do that’?
Built into the framework of the game are rules for adjudicating what your character, or NPC, will do - Saving Throws; Skill Checks; Opposed Checks; Attack Rolls; etc. that are based on the properties of your character, and the properties of your opponent. A social check should carry the same game weight as any other game construct, and there are rules for adjudicating those as well. Of course, your gaming contract within your gaming group may be different. But I believe the foundation of the gaming contract must be that the rules apply equally to everyone.
There was the implication that a social game construct (ability/feat/skill) did not carry the same weight as a magical construct (sorcery / outsider) and therefore the PCs could choose to ignore the construct, but that NPCs could not if the PCs applied it to them. Part of this was based on the fact that the PCs are the heroes and as such could not be influenced. My playing group has always operated under the agreed upon assumption that the rules of the game apply to both the PCs and the NPCs (What’s Good for the Goose approach).
When a sorcerer casts a spell on a PC, there is no actual magic taking place. What is happening is there is a game rule that is applied to the PCs actions. If the PC was hypnotized, the player would be expected to play his character in the manner the sorcerer dictates. A game construct (magic spell) is applied to another game construct (Player Character). How is this different from a social construct (Binding Contract) being applied?
Now if your player doesn't want to play his character the way the construct has been applied to him what do you do? If the PC says 'I don't want my character to be hypnotized, so I am going to ignore that', then the whole game collapses because the game is a social contract between the players, including the GM, to stay within a certain framework, and rules are created to define that framework. So is it any different when a PC says 'My character would never be scared by a Menacing Aura, so I ignore it.' or 'My character wouldn't watch the Temptress dancing and not notice someone sneaking around, so I ignore it'. Would the players accept the GM saying 'The NPC ignores your ability/ magic because I don't think he/she would want to do that’?
Built into the framework of the game are rules for adjudicating what your character, or NPC, will do - Saving Throws; Skill Checks; Opposed Checks; Attack Rolls; etc. that are based on the properties of your character, and the properties of your opponent. A social check should carry the same game weight as any other game construct, and there are rules for adjudicating those as well. Of course, your gaming contract within your gaming group may be different. But I believe the foundation of the gaming contract must be that the rules apply equally to everyone.