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Old 04-09-2011, 03:29 PM   #7
Jason
 
Join Date: Oct 2009
Location: Boston, MA
Default Re: Shedim and Kyriotate Resonances in GURPS?

Quote:
Originally Posted by Matthias Wasser View Post
I always interpreted Shedite possession as based on subtle persuasion, but with the player playing both the Shedite and the host human.
Does that imply that the host has more opportunities to resist foreign-seeming actions? To use the "speaking in Helltongue" example again: It's not necessarily something against their morals (as they have no idea what the sounds coming out of their mouth are), but it's definitely not something they would choose to do normally.

Either way, sounds like a fun thing to let more experienced roleplayers handle, though I'd be hesitant to give newer players (or D&D players) control over NPCs. Too easy to just forget that the purpose is to make an interesting story together, and effectively say, "Oh, well, he happens to do what I would want him to do."
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