Quote:
Originally Posted by Neal Stevens
And that's a point August brought up in PM, about mid game. He was manning a guard post with another player to see if the other guy was a WW. But that won't work and allow the game to work, so no matter how determined you are to pin a player down in the game...these werewolves have the additional power to hypnotize you, go out and kill and return, and you will never know you were asleep
|
This is true, there has to be that fall back for a game master to compensate for holes in a player's role play. Hypnosis, to me, is sort of a "soap opera amnesia" trope. It can work if you're forced to do it for storyline and game mechanics sake, but I personally try to not even go there. For example, when I was off in the lighthouse, I was trying to make it back to the castle in game (even though I had my day/night cycle screwed up) so that I could realistically perform my guardian role. It doesn't make any physical sense if I'm off on the other side of the island, but I somehow protect someone miles away. If you want to say it's a mystical psychic projection, then that's one thing. But I try not to lean too heavily on those sorts of plot devices.
As for the inactive player thing - I agree. It's no fun to only have half a group playing. I'd kill them off too.