You only receive punishments by Drishtya if you go over the infamy limit, which means you have plenty of room to demand things of one given character.
Does the "Going over the limit" part get mentioned anywhere? I was under the assumption that you'd get reprimanded if enough points racked up in general-- seeing how even less ambitious characters still wound up being equipped with at least one punishment item.
Keep in mind that the victory demands of retiring bondage and ending servitude relationships do not give you infamy (in fact, iirc the latter removes a bit of infamy), imposing bondage gives you relatively little infamy (depending on the piece), you can absolutely enforce servitude on Claw without getting punished, and you can often keep Claw on servitude for a long time because she snaps soon if you force her to follow you around, and winning liberation challenges extends the duration of the servitude. Each time Claw loses, she is losing ambition and domination drives.
Fair point-- but I do think that it should be mentioned somewhere that being aggressive towards
her wouldn't necessarily stack against you as much, and give it a bit more clarity that being aggressive to aggressive types doesn't naturally punish that hard as someone who's aggressive to
everyone. Sure, you can definitely pick your battles, but it slightly implies here and there that being aggressive in general is more punishable than just being a total bottom.
On a different line, I'm not sure if this is clear, but the domination drive is responsible for far more "conflicting" behavior (seeking fights through assaults rather than challenges, enforcing servitudes, etc.) than ambition. A character with very high ambition but very low domination and pleasure should have a preference for gaining merit through issuing challenges, rather than stomping down on everyone through infamy:merit cost-ineffective actions.
I think there should be more mechanics to deal with this, like I mentioned earlier.
I appreciate the clarity-- domination/submission is given a lot of flavor text but not much of an actual description.
Do keep this in mind though: you aren't the only "player" in the game. There are other 5 protagonists who have different, potentially mutable goals, and unless you're a master webweaber doing a mad minmax in order to make sure everyone is going to behave like your little pawns to fulfill your goals, you are sometimes going to find them on the other side of the fence. This is a lesson that has to be taught soon rather than later, and if you learn it early by being unable to pass a relatively minor check that you can end up overcoming later anyway, you're going to learn something valuable about what you should be expecting in the game.
I agree, but you could counter that by saying that the player going on any run might get sideswiped by minor progress checks they don't feel is entirely feasible on their runs, just because it wasn't thought of due to development options. If you do what the game leads you to do, but get hit with "FAILURE" screens here and there, it might not feel as fun as just saying "Why can't my build find their own way to solve XYZ?" / "Why can't I use this specific relationship I have with them to my advantage here?"
I'm not saying every build should counter every problem-- but I do feel it's strange how limited options the player gets on things that the player could come up with on their own terms. I think that's the biggest problem with more open games-- it either strains the developer to think outside the box against thousands of players, or puts players in a moment of "I would have just used what I'm good at here"-- which then leans the story to make each build too far into passing everything.
Mind you, I think more aggressive options that could twist the story to their will would definitely be fun. IE someone who's much more dominant/combat ready could throw a few "nice words" out and pass something that someone who was less intimidating could do-- or someone with the Hypnotic boon could use their willpower to straight up Jedi Mind trick a few things here and there. Sure, there's some with GC, but overall it would be more fun to do that in general.
My thoughts about a way out of that--
1) Having a description for what each level of drives means would help a ton-- there doesn't seem to be a way to know what the difference between a level 2 drive and a level 4 drive in something is, so seeing how the character thinks due to each drive would be super useful, especially when it comes to more mechanically unclear checks.
2) Characters should have their own ways of passing checks outside of drives-- like social relationships, combat abilities, etc. I doubt a character who's smart would want to piss off someone who has their weakness in hand. Likewise, characters favoring other characters who fill in their gaps would be more careful about harming eachother, since it's the only real protection they're guaranteed.
3) More options for specialized builds-- I think it's dull to rely on the player's actions as the lead if other characters are also supposed to represent their own drives. "Why can't X character solve my problem for me?" would be a great way to get other characters involved in the story, especially if the player is relying on their partner's specific stats/drives to fill in the gaps of their current, build-- which is why I appreciate it being mildly represented in the debate battle, albeit I have my own personal reasons why I'm not a personal fan of that battle.