Thursday, September 4, 2025

Corruption of reason - mind control rules

I made these rules for my last campaign to represent fighting against someone else's will. I ran the game using 5e (but I'm sure you can port it to whatever system you use) and they worked pretty well so I might as well share them. 

 

You have two new values you need to worry about, each starts at 0

Control: how much you is left, if your control reaches 3 you manage to break out of the mind control

Corruption: the power of whatever is trying to control you, if it reaches 10 you become an npc, forever

 

Each day make a dc 15 wisdom saving throw, on a success gain 1 control, on a failure gain 1 corruption. 

 

Each day the thing controlling you will give you a commandment which will be one of the following

  • Something to do during some condition (e.g. kill anyone when the two of you are alone)
  • Something you cannot do (e.g. do not heal your fighter) 

Whenever you fail to follow a condition or when you do something you are not supposed to do you must make a dc 10 wisdom saving throw, on a failure you do the action/don't do the action as appropriate, regardless of weather you made the save or not you gain 1 point of corruption


Optionally you can let the controller issue more commandments at higher levels of corruption

You can also make the commandment "Do not tell anyone you are being mind controlled" automatically applied in addition to the other commandment (this is what I did in my campaign so it isn't figured out instantly).



By Matt Stewart


The main problem with most mind control in rpgs is that they take away player agency which is arguably the most important part of an rpg.

I feel like these rules solve this problem because they give the player choice while also making it a tough decision as to weather they break the rules or not (since you get closer to "death" regardless of if you make the save or not). 


If anyone has any opinions or actually ends up using this I would love to hear about it!


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