Why is it okay for Matthew Mercer to take control of a character on Critical Role and why you *shouldn’t* do it lightly?
Also hi, Matthew Mercer, sorry for the random shoutout. We’d love to hear your thoughts on this topic. You inspire.
Aye, a good discussion! I believe there are many ways to handle this scenario, and they largely revolve around your experience as a GM, player trust, and ensuring you aren’t ruining the fun of the player. I am lucky to have such trusting players.
— Matthew Mercer (@matthewmercer) August 19, 2019
My method in that (and other) sequences I handle with the intent of invoking the terribly sense of losing control. To have that temporarily taken away can be a visceral, impactful experience, especially given this character’s narrative. However… This is a very rare occurance, and something I did only to drive home the “helpless” sense in the moment, and only because we trust each other enough at the table. I would not recommend this method for newer tables, instead pointing to your examples in the article. 🙂
— Matthew Mercer (@matthewmercer) August 19, 2019
I am so sick of people picking at Matt. Ffs, think if every decision you made as a GM or player were picked apart by the internet. Just keep doing you Matt.
I have always found the way he describes a hit by one of the character a little yarring. He often takes, very minor, control over character there too. Describing attacks in more detail than the player.
No one else seems bothered by that though, so don’t mind me. I’m sure Matt would prefer for the players to fill in those details.
Great show though.
I typically go the route that the character had some other venture to focus on at the moment should they not be present for a game, or in some cases, I’ll have them follow along and “lightly” aid in battles but otherwise be a silent observer while they are away. There are many different ways to handle the issue of a player not being present. I agree that “playing” the character is a no-no. Especially in regards to making choices. If anything have them follow the group around and lend a hand in battle but leave the roleplaying to the player.