“You feel strangely compelled to…”

by Tony Hoffart

Have you ever heard “You feel strangely compelled to…” said by the GM during a role-playing session? I have, and I’ve probably said it myself a few times too.

It just rolls off the tongue, doesn’t it?

Those words are a cheat in my opinion: a simple way for a Game Master to take control of a Player’s Character for an instant and yank that character in the direction needed.  The problem is that the word “strangely” is an admission that there is seemingly no good reason for the character to do this thing, an admission of guilt that the Poor GM cannot think of a way to justify how to make the PC do what’s needed rationally.

The thing is… it’s not the GM’s fault.  Even in the most pure of sandboxes – sometimes a PC needs a little nudge.  Most GM’s aren’t maliciously trying to take our characters from us and make them dance like marionettes.  GM’s are just trying to run a fun and interesting game and that requires events to occur and decisions to be made for the game to keep humming along at a good pace.  Sometimes to accomplish that, an NPC must do a bit of “diplomacy”, some social-fu to make your obstinate character go from “I-be-difficult” mode to “let’s-do-this-shite!”  The problem is that most social mojo rules in RPG’s have little in the way of justification or explanation to what went on to make the character who was just “socialized” now behave the way he’s supposed to.

With physical combat, RPG’s have it pretty-much locked.  Countless maneuvers, modifiers, powers, defenses, weapons and armor to make sure you have a pretty good idea just which pointy sharp-thing gave your character another troublesome orifice to deal with.  Social on the other hand is often resolved with a “I beat you! Now do what I say Biatch!” kind of finality.

At this point you’re probably rolling your eyes knowing where I’m going… mental hit points, which is probably sounding like the stupidest idea since the Smart Car I’m sure… but hear me out.

There is precedence for mental hit points.  In an earlier post I discussed an idea I had about personality traits as attributes.  One of those was Neuroticism, mental equilibrium.  Ever met someone neurotic?  They were probably pretty easy to get revved up weren’t they.  (I love people like that.)  Now have you ever been stressed out?  Experienced a panic attack perhaps?  Probably not the most productive time of your life was it?  Shaky hands, sweats, mind wandering making it hard to focus, its pretty tangible the difficulties associated with stress.

Now consider that some pretty well-established games are using variants on mental hit-points.  White Wolf has Willpower, Call of Cthulhu has Sanity, Cyberpunk has Humanity.

The questions we need to ask about the concept of mental hit-points is what happens when we lose them and how do we get them back?  The first question has a relatively obvious answer; penalties – the unpleasant kind that make getting good dice roll results harder.

The second answer though is a bit more tricky because there lies the reason for making social rules exist, a way to make the character take action because to do nothing is stressing him out…

In my system, mental hit points are called Calm, and I’m just dying to tell you how it works.

Any questions?

About Helmsman

During high-school Helmsman knew everything and upon his graduation all that knowledge abruptly left him and since then he's devoted his life to re-learning it all again. While he's at it, he writes about all the fun things that he learns along the way, plus he designs games, discusses politics and immerses himself in popular (and) internet culture.