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The Dresden Files => DFRPG => Topic started by: computerking on December 15, 2011, 05:21:26 PM

Title: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: computerking on December 15, 2011, 05:21:26 PM
So the idea came up in another thread that with a magical maneuver you can place an aspect like "I'm a Bear" on yourself, as a sort of transformative effect.

I, of course, took it to a whole different place. If you use Mental magics to place an aspect like "I'm a Bear" on someone, does it count as Lawbreaking?

You won't be causing mental stress or consequences, yes, you would be tampering with someone's self-image, but it's in the most fragile (A character has 7 other aspects including High Concept to bring to bear against it) and transitory way (It probably won't last very long).

Then comes the question, "Why do it if it's so weak?"
Well, take the concept of "Magical Hypnotist." He should be able to induce mental illusions, Identity confusion, and even programmed responses to stimuli, through Mortal means. I can see these as different sorts of Maneuvers, temporarily combatting with the target's other Aspects with varying degrees of success (Which would explain why you cannot make someone do something through Hypnosis that they would never do normally).

With the power of Magic, doing such things should count as  the magical equivalent of a simple action, but at what point does it move into Lawbreaking? These Aspects don't violate free will; although you think you're someone/something else, you can still make choices. That's what I thought was the corrupting factor of the 4th Law. No mind reading is done, so the 3rd Law is out, too.

Any opinions?
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Silverblaze on December 15, 2011, 05:26:14 PM
I was just thinking about hypnosis before I read this.

I think it would skirt the laws like a sleep spell or a "legal" mind fog.  Wardens would get cranky, but I wouldn't award/apply/demand a l;awbreaker stunt for it.

Just my opinion mind ya.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: UmbraLux on December 15, 2011, 05:48:31 PM
I doubt applying an aspect via maneuver would break the law, though long term thaumaturgy may cross a line.  However, compels / invokes for effect seem much more likely to cross the line than simply tagging it.  Compels do limit choice.  So it may well depend on how the aspect is used.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: EldritchFire on December 15, 2011, 06:03:28 PM
I agree with UmbraLux. Lawbreaking is, IMO, more concerned with the long-term effects. Manoeuvres are short-duration effects. If you caused an aspect via stress/consequence/concession, that's another story. But short-term "these aren't the 'droids you're looking for" should be just fine.

As always, your table, your rules, so discuss with your group for final decision.

-EF
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: wyvern on December 15, 2011, 06:39:35 PM
Funny, I'd have said that "These aren't the droids you're looking for" is a classic example of a fourth law violation.  And the same would go for "you're a bear".  Then again, I probably wouldn't allow "you're a bear" as a mere maneuver, anyway - it feels much more like a taken out result.  Maybe "feeling a bit bear-ish"?
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: devonapple on December 15, 2011, 06:52:11 PM
I'm fine with using Maneuvers to place Aspects like this - but I am inclined to rule at my table that such Maneuvers are Lawbreaking-adjacent.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Sanctaphrax on December 15, 2011, 06:57:35 PM
You break the law if you use magic to do it but not if you just use mundane hypnotism.

At least, that's my reading.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: computerking on December 15, 2011, 07:42:47 PM
You break the law if you use magic to do it but not if you just use mundane hypnotism.

At least, that's my reading.
What about using magic to induce the hypnotic state faster than normal(perhaps a "Suggestible" Aspect Maneuver), then proceeding normally?
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: wyvern on December 15, 2011, 07:55:58 PM
Hm.  A magical maneuver for "suggestible" would be borderline, I'd think.  The wardens might get all choppy if they found out, but I probably wouldn't assign a lawbreaker stunt for it.  Your mileage may vary, of course.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 15, 2011, 10:07:01 PM
My personal thought is that maneuvers (being transient) are very very dark grey, but not quite crossing the line. The next step would be to inflict mental stress/consequences and I think that's where the line gets crossed.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Richard_Chilton on December 15, 2011, 10:58:54 PM
The White Council's point of view shifted during the course of the books.  In Storm Front, Harry almost loses his head over casting a warden thinking that he cast a compulsion spell on Toot.

Later in the series you get dark wizards laughing at how ineffectual the White Council's "this is how you defend your mind" magic is.

In Ghost Stories
(click to show/hide)

Richard
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Becq on December 16, 2011, 05:01:12 AM
This:
Funny, I'd have said that "These aren't the droids you're looking for" is a classic example of a fourth law violation.
and this:
You break the law if you use magic to do it but not if you just use mundane hypnotism.
Any use of magic (mundane hypnotism doesn't count) that changes a subjects thought patterns violates the Fourth Law.  As an example, consider the 'borderline' case of Molly, who merely maneuvered a "I don't want drugs" aspect on her friend to help her recover from an addiction that threatened to kill her.

I believe the way it was explained was that even 'innocuous' uses of such magic stain the soul; they increasingly make you the sort of person who uses magic to manipulate people's minds, which quickly leads to much blacker forms of magic (in other words, it gives you a 4th Lawbreaker stunt and makes you popular among Wardens).
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 16, 2011, 05:34:04 AM
As an example, consider the 'borderline' case of Molly, who merely maneuvered a "I don't want drugs" aspect on her friend to help her recover from an addiction that threatened to kill her.

Except for the fact that a maneuver lasts one scene, at most an hour or so, and the aspect may be removed by a few seconds effort, even by the target themselves. Molly's actions had effects that lasted for weeks and months. At the very least she inflicted severe consequences on her friends, but more likely she inflicted extreme consequences or even took them out, and remade them as she desired.

I should point out that I'm only saying that your example is poor, not your argument as a whole.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Tallyrand on December 16, 2011, 05:48:08 AM
Personally I would call this a clear 4th Law violation, the law doesn't mention duration only effect.  One clear way to point this out is that this use fits really well into a slippery slope argument.  In a fight you throw "I'm a bear" on a guy and it works, you make him ignore you so he can go eat some honey or something.  The next week you see the girl you've been mooning after for weeks so you figure, what the hell, and toss "I really like this guy" on her, it's only for dinner but you two have pleasant conversation and you have a nice night.  The next day you see her with her husband, she remembers your nice dinner but doesn't remember why she liked you but you figure if he wasn't in the way all would be good, you toss up "I Don't Love You Anymore" and ruin her marriage.  You can see how far these "only one scene' effects can go.

That being said, if you want to play a character who is seduced by power, this simply little spell would be a really interesting way to do it.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: computerking on December 16, 2011, 01:55:54 PM
Personally I would call this a clear 4th Law violation, the law doesn't mention duration only effect. 

Ghost Story Spoiler to Follow:
(click to show/hide)
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: wyvern on December 16, 2011, 05:10:09 PM
Re: spoiler block: 
(click to show/hide)
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: computerking on December 16, 2011, 06:06:24 PM
There’s a question as to how far is too far when it comes to mental Maneuvers. Does a maneuver that causes a target to temporarily see Blue as Green, because you want them to buy the wrong color sweater for their friend for the holidays, count as Lawbreaking?  The acting character hasn’t violated the target’s free will at all, their sense of self remains intact, and they have the will to choose which sweater to buy, but their perception of their options is altered. This is a far cry from making them think they are a bear, but it seems some want to lump all mental effects together, despite the possibility of a canonical exception.

As for the arguments that hinge on the possibility of the aspect being compelled, or tagged for effect, That’s a meta-concern, that I think might not need to have as much bearing on the caster character’s Soul as it’s being given. True compels are the realm of the GM, anyway, and tagging for effect isn’t an absolute: there’s some room for negotiation in there, with the GM, and both players, as to what happens. Mister “You’re a Bear” may negotiate that your tag for effect results in him trying to maul you…

True, I cited an extreme possibility to start this off, but what I really want is a ballpark idea of where the line is that crosses into Lawbreaking.  I’m really doubtful that the designers wanted absolutely all mental effects to be verboten.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: devonapple on December 16, 2011, 06:16:28 PM
The mechanism I have internalized for determining Lawbreaking (which you may or may not agree with or find useful) based on the Official Lawbreaking thread:
Consider the special effect of the spell, the explanation for how it does something (Method).
Consider the intended results of the spell (Intent).
Consider the actual results of the spell (Results).
If any one of these (Method, Intent or Results) would break a Law, regardless of the other two, then Lawbreaking has occurred.

Method and Intent usually incur a Lawbreaker stunt, as they reflect willingness and determination to do harm with magic, and if discovered, will definitely incur White Council Retaliation.
Results alone do not necessarily incur a Lawbreaker stunt, but they can; either way, they will definitely incur White Council investigation and/or retaliation.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: computerking on December 16, 2011, 07:17:10 PM
The mechanism I have internalized for determining Lawbreaking (which you may or may not agree with or find useful) based on the Official Lawbreaking thread

Could you give us a few examples of your method, perhaps based on some of the examples already presented in this thread?

Edit: And maybe a few more like, Mental Illusions, Sensing Emotions, and Projective Empathy?
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 16, 2011, 07:29:53 PM
One of the issues I see with Devonapple's thoughts is they were formed while discussing a law that has no grey area; the first law. Either something is dead or it's not, there's no in between. The fourth law is more nebulous. When have we "Enthralled" someone? That's the question.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Becq on December 16, 2011, 09:06:11 PM
Except for the fact that a maneuver lasts one scene, at most an hour or so, and the aspect may be removed by a few seconds effort, even by the target themselves. Molly's actions had effects that lasted for weeks and months. At the very least she inflicted severe consequences on her friends, but more likely she inflicted extreme consequences or even took them out, and remade them as she desired.

I should point out that I'm only saying that your example is poor, not your argument as a whole.
Not true.  A maneuver placed by Thaumaturgy lasts as long as the spell is created to make it last.  The base time may be a scene, but with a few extra complexity added, it can last days, or even a lifetime.

Quote from: YS266
So a curse that acts as a maneuver to put Bad Luck on a target might start from “15 minutes” (about the length of that particular scene), and you could make it last all day by adding five shifts of complexity to the spell.

Of course, the energies of the spell *could* be unravelled via magic, but that would require an evocation or thaumaturgy of strength similar to the spell that created the aspect.

Yes, it could have been a consequential spell as you suggested, but consider that Molly was untrained.  A spell of complexity 5-7 (inflicting a maneuver-based aspect lasting between a day and a week) that she refreshed as needed would be more likely than a high complexity spell of the sort needed to take a target out.  Besides, I believe the books described it as an ongoing series of minor 'tweaks' to the victim's psyche, which also sounds like the maneuver-based approach.

As to what constitutes, enthrallment, perhaps this quote would help, taken from the first paragraph of the discussion of the Fourth Law:
Quote from: YS240
A close cousin of the Third, the Fourth Law goes beyond the simple invasion of another’s mind to outright mastery over it. Here, enthralling is any effort made to change the natural inclinations, choices, and behaviors of another person.
Even a spirit-based evocation maneuver to place "These are not the droids we are looking for" on a target long enough to drive past a checkpoint qualifies by the above definition -- it says nothing about permanency, only that an inclination, choice, or behavior was altered via mind magic.

Note that influencing a behavior by changing external stimulus is considered fine.  That is, if you change the data reaching him rather than changing how he processes the data, your safe, at least as far as the metaphysical Laws are concerned.  So Veils are fine, since you're changing the light patterns before they reach a target.  But you could just as easily alter someone's mind so that it simply refuses to see you, and this would be a Lawbreaking act, despite the result being the same.

If any one of these (Method, Intent or Results) would break a Law, regardless of the other two, then Lawbreaking has occurred.

Results alone do not necessarily incur a Lawbreaker stunt, but they can; either way, they will definitely incur White Council investigation and/or retaliation.
Could you resolve these two statements, devonapple?  They appear to contradict, and I tend to disagree with the second statement.  Also, can you give an example of a case where intent alone (without a Lawbreaking method or result) would be considered Lawbreaking?
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: devonapple on December 16, 2011, 09:16:48 PM
Could you give us a few examples of your method, perhaps based on some of the examples already presented in this thread?

Edit: And maybe a few more like, Mental Illusions, Sensing Emotions, and Projective Empathy?

I can come up with a few, but if you want me to provide rulings and justifications on anything specific, please post a concise list of items for which you'd want my input:

Mental Illusions, resisted by Discipline, used to project a mere image - possible Law 3 violation, possible Lawbreaker stunt

Mental Illusions, resisted by Discipline, used with intent to influence a decision - Law 3 violation, Lawbreaker stunt

Mental Illusions, resisted by Discipline, used with intent to cloud a mind  - Law 3 violation, Lawbreaker stunt

Optical Illusions, resisted by Alertness or Discipline, used to project a mere image - no violation

Optical Illusions, resisted by Alertness or Discipline, used to obscure a target - no violation

Optical Illusions, resisted by Alertness or Discipline, used to obscure a trap or otherwise trick a victim into death - Law 1 violation, Lawbreaker stunt

Projective Empathy, resisted by Discipline, used to communicate - gray area, Law 3 violation unlikely

Projective Empathy, resisted by Discipline, used to mislead - Law 3 violation, Lawbreaker stunt

Projective Empathy, resisted by Discipline, used to project sensory data likely or intended to cause psychological damage - Law 3 violation, Lawbreaker stunt

Projective Empathy, resisted by Discipline, used to project sensory data which accidentally causes psychological damage - gray area, Law 3 threat

Mind Control, resisted by Discipline, used to do anything (picking a different sweater, murdering a politician, marital infidelity) - Law 3 violation

Mind Control, resisted by Discipline, used with intent to influence a decision - Laws 3 and 4, Lawbreaker stunt

Mind Control, resisted by Discipline, used with intent to cloud a mind  - Law 3 violation, Lawbreaker stunt

Mind Control, resisted by Discipline, used with intent to change an Aspect - Law 3 and/or possibly 4 violation, Lawbreaker stunt

Mind Control, resisted by Discipline, used to change an Aspect to obedience of the caster - Law 4 violation, Lawbreaker stunt

Sense Emotions, resisted by Discipline, only to gain a vague sense of target's emotional state - Law 3 violation, Lawbreaker stunt, but little chance of White Council prosecution - this one is special, because a spellcaster will argue that this isn't netting any more information than an acute Rapport check, but the fact is that it's not a mundane Rapport check - this is like saying that the bolt of negative energy ultimately isn't any worse than a handgun, which sidesteps the point - this one also presupposes that people's minds give off energy, and if you're scooping emotions from the air AROUND the target, it's not mental invasion, but that is a presupposition without sufficient precedence in the fiction to matter

Sense Emotions, resisted by Discipline, to get a clear sense of target's emotions, make assessments, and/or discover Aspects - Law 3 violation, Lawbreaker stunt
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 16, 2011, 09:27:02 PM
Not true.  A maneuver placed by Thaumaturgy lasts as long as the spell is created to make it last.  The base time may be a scene, but with a few extra complexity added, it can last days, or even a lifetime.

What? Now that's just actually wrong. Here's a quote from the thaumaturgy section:

Quote from: Your Story:266
Another thing to consider is duration. Many
of the effects of thaumaturgy are expressed in
system terms that already have a set duration—
maneuvers and stress don’t last beyond a scene,
and consequences remain until enough time has
passed that recovery is possible.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: devonapple on December 16, 2011, 09:33:00 PM
What? Now that's just actually wrong. Here's a quote from the thaumaturgy section:

AAAaaaand, in the very next paragraph (again, YS, p 266):
Quote
It is possible to set up spells that last a great deal longer by adding complexity. You can choose to move the spell’s duration up one step on the time chart (page 315) starting from an appropriate default and adding one to the complexity for every step up you want to go. So a curse that acts as a maneuver to put Bad Luck on a target might start from “15 minutes” (about the length of that particular scene), and you could make it last all day by adding five shifts of complexity to the spell. Duration can be applied to a spell in a flexible sense—how long the energies will hang around until triggered, how long a particular effect will last, and so on.

In fact, thank you for the opportunity to revisit the paragraph, as the following is a good thing to keep in mind: "Duration can be applied to a spell in a flexible sense—how long the energies will hang around until triggered, how long a particular effect will last, and so on." This establishes that it doesn't matter whether it is a trigger effect, the persistence of an Aspect, or whatever: the duration is treated the same.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 16, 2011, 09:50:38 PM
Ok, now I'm just confused. Directly contradicting statements right next to each other do not make for a concrete rules set...
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Becq on December 16, 2011, 09:53:33 PM
What? Now that's just actually wrong. Here's a quote from the thaumaturgy section:
What devonapple said.  The section you quoted actually says this (me paraphrasing):

Many of the  effects of thaumaturgy are expressed in system terms (ie, maneuvers, stress, consequences, etc).  Those existing systems have a set duration (ex: maneuvers and stress fade at the end of a scene).

The next paragraph goes on to describe how the thaumaturgy version of these effects use the same base duration, but can have their duration extended by adding complexity.  It even gives a very specific example of a maneuver-based curse that has its duration extended to a full day.  I had already quoted you that section in the post you responded to...   ???
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: devonapple on December 16, 2011, 10:02:03 PM
Note that your original quote says "many" not "all." And they were talking about how the effects NORMALLY work. It's not a contradiction.

What they did was reiterate a baseline understanding (how the player understands the rules thus far, re: duration) before adding new information about how Thaumaturgy can change the way duration works with spells. It just isn't contradictory if you read it all in sequence. They started with Evocation, and then explained how things change with Thaumaturgy.

People often err by holding fast to something from a single paragraph, when the framing paragraphs or even chapters provide valid information to modify and inform the message. Each paragraph is not a distinct rule unit. Context.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Richard_Chilton on December 16, 2011, 10:17:07 PM
Ok, now I'm just confused. Directly contradicting statements right next to each other do not make for a concrete rules set...

I don't see the contradiction.

Put the two together and you get something along the lines of:
The effect lasts only for X.  If you want the effect to last longer, then this how you do it.

Now it would have been better to word things along the lines of:
Normally the effect lasts only for X.  If you want the effect to last longer, then this how you do it.

I.E. put a qualifier in front of the "this is how it works" statement, but that would increase the word count.  Either way, the meaning of the rules is crystal clear.  You just have to read the entire rule (and not stop after finding something to justify a position) to see what the rule says.

Richard
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Tallyrand on December 16, 2011, 11:46:44 PM
To the hard line on the 4th Law is clear, changing what a person believes/feels/or is (mentally speaking) is against the rules, changing what someone perceives or experiences is not.  One is manipulating someone's mind, the other someones senses.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 16, 2011, 11:49:53 PM
I guess the words "Set duration" were probably a poor choice.

Anyway I would still argue that Molly didn't maneuver, as later on we see the effects of the spell (damage to their psyche), but no currently active energies (or at least none that are mentioned). Additionally they talk about repairing the damage, which would be simple if it was a constant spell effect (counter it and it's done), however they speak of a long-term recuperative process. That seems more like consequences than a maneuver spell.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Becq on December 17, 2011, 01:25:54 AM
Anyway I would still argue that Molly didn't maneuver, as later on we see the effects of the spell (damage to their psyche), but no currently active energies (or at least none that are mentioned). Additionally they talk about repairing the damage, which would be simple if it was a constant spell effect (counter it and it's done), however they speak of a long-term recuperative process. That seems more like consequences than a maneuver spell.
True enough.  Perhaps it was something in between a maneuver and a take-out.  That is, perhaps it was, say, a moderate mental consequence inflicted (and re-inflicted to ensure the effect continued).

On the other hand, the aspect created by the mental maneuver itself *could* reflect a form of damage to the psyche.  After all, the game effects of a maneuver-based aspect and a consequence are to a large extent the same, except in terms of how the effect ends.  So a maneuver with a duration jacked up to 'several years' could represent far deeper psychic damage than even a severe consequence.  And while many folks on this board seem to think of mental combat in clean, bloodless terms, YS consistently refers to any form of mental combat in very negative terms.  Consider:
Quote
When you decide to take on that complexity with something as crude and simple as a compulsion, psychological trauma is inevitable.
But lets assume for a moment that the Molly example actually reflects a messier consequence-based attack, and the maneuver-grade mental attacks are cleaner because they're temporary.  Let's set up a scenario.  A young sorceror is at a frat party, and meets a girl there that he would desperately like to get a bit closer to.  She's just there to blow off a little steam and refuses his advances.  He lays on a bit of mojo, placing an aspect "God, I need this man NOW!" on her.  Maybe she spent her last Fate point trying to resist the urge to tell her bastard of a boss what she REALLY thought of his 'suggestions'.  In any case, events proceed, and they spend some ... quality time together.  They part ways, the 'scene' ends, the magic wears off ...

And suddenly the girl is wondering what the hell happened.  There's NO WAY she would ever do something like that, would she?  After all, she just wanted to have a few drinks and maybe get lost in some music for a few hours until her fiance got off his late shift.  Was it rape?  She doesn't remember resisting, in fact for some reason she recalls dragging him into that room.  Did he drug her?  What the hell happened?  Oh my God, what is her fiance going to say?  Should she tell him?  Should she bury that secret for the rest of her life?  Did anyone see her go with him, and would he find out from them?  OH MY GOD, DID HE USE PROTECTION?!

All this from a harmless little mental maneuver spell.  Of course, the game mechanics don't really portray any of the above long-lasting trauma.  But the simple fact is that the sorceror used magic to rob the girl of her right to exercise free will in the decision.  Fourth Law.  Does it matter that it was a maneuver, rather than a mild consequence with roughly the same results?

Yes, there are certainly many possible uses of mental maneuvers that result in no long-lasting effects.  Perhaps the sorceror is waiting near the entrance to the cafeteria and sees his ex-girlfriend heading in his direction.  He doesn't want to deal with the situation, so he hits her with a "Walk on by" sort of aspect, and she passes by, never realizing he was there.  He heads in the other direction.  A short while later, she realizes that she somehow managed to walk right by the cafeteria (where she had been heading), and turns back, laughing at herself for having been so lost in thought.  No long-term effects, most likely.  Still, behavior was altered.  Fourth Law.

And who knows, perhaps some lingering after-effect of the spell might make her just a bit more absentminded, in much the same way that a trivial injury recieved when tripped (physical maneuevr) might leave just a bit of a scar?  Neither of which would produce any long-term game effects, but still represent a lasting impact to the person nonetheless.

Well, in any case, treat such things as you will.  This is just the way I see it, based on reading through the descriptions of mental combat and the Laws, as well as the novels.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 17, 2011, 02:09:20 AM
To be honest there are a couple of reasons why I don't think the maneuver is appropriate. For one thing a maneuvered aspect is still impermanent even if it has a duration of centuries. If someone inflicted a "confused" aspect on someone else, regardless of the duration the target could simply take a moment to collect themselves and the aspect is gone. Because that's how all maneuvers work. All maneuvers require only a counter-maneuver to remove, and there's no reason to believe that thaumaturgic maneuvers work any differently. Actually the quote you put forward - about mind magic having long reaching consequences - seems to imply that consequences are more applicable in this situation. There was another quote I was looking at, but the other one seemed more concrete at the time.

Quote from: "Your Story: 265
Because temporary aspects from maneuvers
are transient, these sorts of spells tend to be
very carefully timed or triggered so the aspect
or effect manifests when it’s needed (e.g., “I’ll
arrange it so he Can’t Think Straight right
at the moment he steps on stage”). For a more
lasting effect, it’s time to look at contests and
conflicts.

Maneuvers - even thaumaturgic maneuvers - are transient.

Maybe we could look at this another way. Would you allow a mage to add an eighth aspect to their character sheet? A ninth? More? If this is the way you look at maneuvers, then what's to prevent any of your players that have ritual from adding aspects. They wouldn't even need to perform huge rituals, just maybe 10 or 15 shifts every month or two.

Finally the thing that bugs me most is that your examples seem to be describing a maneuver-to-take-out situation. Your mage maneuvers once, and the girl is completely his, as if he had taken her out or she had conceded. I hate that concept so very much. It robs the story of most of it's value and removes a lot of the challenge and enjoyment from any game. Even if I didn't dislike it, it's not RAW. Compels cannot dictate a course of action. A compel can narrow options, but they can never define a result. It's possible that in your example she reacted more favorably, but it is not the only course of action, and regardless it seems very unlikely that she would simply have given up.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Tallyrand on December 17, 2011, 02:20:27 AM

Finally the thing that bugs me most is that your examples seem to be describing a maneuver-to-take-out situation. Your mage maneuvers once, and the girl is completely his, as if he had taken her out or she had conceded. I hate that concept so very much. It robs the story of most of it's value and removes a lot of the challenge and enjoyment from any game. Even if I didn't dislike it, it's not RAW. Compels cannot dictate a course of action. A compel can narrow options, but they can never define a result. It's possible that in your example she reacted more favorably, but it is not the only course of action, and regardless it seems very unlikely that she would simply have given up.

I feel like there are examples in the book of maneuvers leading directly to something in effect being 'taken out' but I could be mistaken.  How, though, is it not RAW?   There's nothing in the RAW that says a compel can not dictate a course of action that I'm aware of, although I'll admit that I don't have the book in front of me.  When I can I'll try to track it down but I seem to recall at least one official example of an aspect being used to create a 'taken out' effect but don't quote me on that until it can be verified.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 17, 2011, 04:40:35 AM
When the book enumerates the things you can do with a compel it mentions three things. Firstly you can provide complications, or use them to drive the story. Neither of those things are really pertinent right now. You can also limit actions or choices. This is the important part. Here's a quote.

Quote from: Your Story: 101
It’s important to note that an aspect may
dictate the type of action when compelled this
way, but it usually won’t dictate the precise
action, which is always the player’s decision. In
this way, compelling the aspect highlights the
difficulty of the choices at hand by placing limits
on those choices, using the idea of the aspect to
define (or at least suggest) those limits.

So in the first example above you could compel the girl to react favorably, but you can't compel her straight to bed.
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Becq on December 17, 2011, 05:07:15 AM
For one thing a maneuvered aspect is still impermanent even if it has a duration of centuries. If someone inflicted a "confused" aspect on someone else, regardless of the duration the target could simply take a moment to collect themselves and the aspect is gone. Because that's how all maneuvers work. All maneuvers require only a counter-maneuver to remove, and there's no reason to believe that thaumaturgic maneuvers work any differently.
Not exactly.  Yes, you can remove a maneuver aspect with a countermaneuver.  However, there is a roll involved in doing so.  If the maneuever isn't being maintained, then this roll is largely a gimme (difficulty 0).  However, if the maneuver is being actively maintained (either by the opponent for a mundane maneuver, or in this cas by a spell construct), then the roll is contested.  Even a fairly low-grade thaumaturgy spell may be pretty tough to remove without some help (whether that help is a counterspell or even just a couple of appropriate aspects and some Fate points to power them.)
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Actually the quote you put forward - about mind magic having long reaching consequences - seems to imply that consequences are more applicable in this situation.
The advantage to consequences is that they don't go away even when the magic fades.  So if I use a maneuver with the duration of a lifetime, but another wizard comes along the next day and does a ritual to remove it, then the aspect is gone.  If I do a ritual that inflicts a severe consequence, all the counterspelling in the world will have no effect; that consequence is there until it is healed.
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Maybe we could look at this another way. Would you allow a mage to add an eighth aspect to their character sheet? A ninth? More? If this is the way you look at maneuvers, then what's to prevent any of your players that have ritual from adding aspects. They wouldn't even need to perform huge rituals, just maybe 10 or 15 shifts every month or two.
There are lots of ways to break DFRPG if the GM and the players aren't reasonable about it.  Consider, for example, a character with "I succeed at everything" as several of his aspects.  This could allow him to spend multiple Fate points on absolutely any test that he wanted to succeed at.  Technically legal, but not exactly in the spirit of the game.

In the case of a wizard creating a permanent spell-based advantage (assuming that the aspect was otherwise 'reasonable'), I'd look at ways to balance it out.  That 'free' aspect they added can be compelled, and since it inherently represents the presence of an ongoing spell (despite its wording), it can be compelled to reflect trouble caused by that ongoing spell.  For example, if they character placed "Extraordinary Strength" on himself, I might compel it to reflect muscle strain caused as a side effect.  Or perhaps an evil Sorceror takes note of the active spell on the character when he might have otherwise him.  Or I might suggest that the character "doesn't know his own strength" and accidental breaks something or hurts someone.  Bottom line?  I suppose the wizard can add the aspect, but aspects are often two-edged swords.
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Finally the thing that bugs me most is that your examples seem to be describing a maneuver-to-take-out situation. Your mage maneuvers once, and the girl is completely his, as if he had taken her out or she had conceded. I hate that concept so very much. It robs the story of most of it's value and removes a lot of the challenge and enjoyment from any game. Even if I didn't dislike it, it's not RAW. Compels cannot dictate a course of action. A compel can narrow options, but they can never define a result. It's possible that in your example she reacted more favorably, but it is not the only course of action, and regardless it seems very unlikely that she would simply have given up.
First of all, I don't entirely disagree with what you're saying.  That said, to some extent, that's the way the game is built.  Here are a few points to consider:
1) Just to be clear, were I a GM, I would *never* do something like this to a player, at least not without discussing it with them OOC first.  See also the "That Warning Thing" sidebar on YS217.  My assumption was that this was an NPC, thus the lack of alternatives available.  If it were a player, and there were no other options I'd probably allow them to buy off the compel with debt to avoid the immediate situation, then treat the debt (which would last past the duration of the spell) as some undefined mental trauma that would cause trouble later.
2) What is the difference between an aspect placed on a character during creation vs and aspect put on the character via a maneuver?  Well, one is (generally speaking) permanent, and the other is transitory.  But at a particular instant, all aspects in play on a character are pretty much equally in play.  There's no difference at any particular moment between an aspect "I'm deathly afraid of clowns" chosen at character creation and the same aspect inflicted by a maneuver and the same apsect inflicted by a consequence.  The only difference is that the first is permanent (unless changed at a milestone or by an extreme consequence), while the other two will disappear on their own at some point, depending on circumstances.  All three can be compelled, all three allow the compel to be bought off, etc.
3) Consider the case of Incite Emotion.  The example I gave is basically canon for how Incite Emotion works: you generate a maneuver, then you exploit that maneuver in much the way I described, though typically with some feeding involved.  Look at the way the Raiths are portrayed in the books, and consider that for the typical Raith (ie, one without the upgrades), those results are generated via maneuver.  Anything a WCV can do with a emotional maneuever can also be done using mind magic.
4) Aspects of any sort (including those based on maneuvers or even consequences) are not sure things.  They limit actions and possibly dictate types of actions, but leave the details up to the player.  Another possible resolution of the scenario being discussed is that the girl was at the part with a friend (perhaps its two player characters, in this case).  The girl started to succomb (took the compel), but her friend noticed her very odd behavior (especially considering she was happily engaged!) and intervened.  This opens a new line of possibilities.  If the sorceror pushes the situation, perhaps the friend calls on some large frat boys she knows, and perhaps a combat scene ensues if the antagonist doesn't back down.  Regardless, though, the spell might have an effect that outlives its duration.  A reputation for being 'easy', for example, despite the fact that the friend intervened, and many of the other questions raised in the original example.  In this (contrived) scenario, none of that happened.  There was no 'friend' to intervene, and in any case the GM decided that the (NPC) girl succombed for story reasons.
5) Continuing on the 'not a sure thing' bit, compels can generally be bought off with Fate points, but in this (contrived) scenario, the victim was out of Fate, leaving her vulnerable.  Remember, Fate is a reflection of a character's capacity to exercise free will; no Fate to a large extent means no real Free Will (at least for the moment) and therefore a no capability to fight against one's nature.  This is something of a core principle in DFRPG.  In this example, the spellcaster has changed the target's nature based on the new aspect.  Mind magic is NASTY STUFF.

Again, much of this represents a fairly extreme result of a mental maneuver to prove the point that such spells can be dangerous even as "mere maneuvers".
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: Becq on December 17, 2011, 05:26:12 AM
So in the first example above you could compel the girl to react favorably, but you can't compel her straight to bed.
Yes and no.  Lets say the girl's a player character, and I and the player have previously discussed and agreed that seduction scenes were fair game.  My take is that in this particular case, the whole of the compel would take the form of the me stating "You feel a sudden, desperate need to be intimate with this man.  How do you respond?" and tapping a chip suggestively against the card with the new aspect on it.  At this point, the player chooses a response within the context.  If the player said "I accept the compel an start toward the man, then think better of it and go home to sleep it off", I would suggest that the player try again.  The wingman scenario I mentioned in my last post certainly be possible.  Maybe the player could come up with another option that fits the context of the compel, but short of spending a Fate point to buy off the compel, the player's options are somewhat limited.

I get that you disagree, and respect that.  I agree that maneuver-based aspects don't feel as though they should be that powerful.  But if they don't work the way I'm describing them, then how do you believe that the Incite Emotion power works, and how would a Raith vampire use the baseline version -- which is limited to maneuver (and blocks) -- to produce results comparable to those in the novels?
Title: Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
Post by: sinker on December 17, 2011, 06:52:59 AM
I'll answer your question, but it does seem like at this point we may have to agree to disagree.

With the Raith there are many reason why it works. Firstly a conflict requires two opposing forces. Often times with the Raith there aren't two opposing forces. The Raith are attractive, and hardly need to incite lust to get their desired effect. When a conflict does occur, the Raith are also very experienced at social conflict. Using their incite lust power to their advantage, I'm certain that most of them could win a social conflict. Finally I can think of one time where a completely unwilling target was overcome by a Raith's lust. In Grave Peril where Thomas overcomes Lydia, however considering that the end result seemed like a take out to me and that it seems like Thomas is an experienced and somewhat powerful member of his kind (and considering that I still hate the idea of maneuver-to-take-out) I would assume that he was dealing stress.

I've been exploring my feelings towards the concept of a maneuver-to-take-out, and I realize further why I hate it so much. If the story or fun is improved by this then obviously the conflict was detrimental, in which case I would ask why is there a conflict in the first place. Otherwise the story or fun is always going to be worse for this concept.