Hm. That's a tough spot to be in.
I have played with players who like all of the important stuff discussed before hand, and I've also played with those who discuss absolutely nothing and would LOVE to surprise you. Â And then of course everything in the middle. Â I don't mind any of it as long as we are all in the story together and trust each other to add to that story.
The important stuff is that last part though. You have to have some trust in that other player. Â I would find it extremely difficult for me to roll with the punches if someone jumped into the storyline in a major way and I knew nothing about the player. Â Then I would be super cautious about it and I will likely reign in just how much their actions affect mine.
And having a dialogue in /say, that's tricky too. Â I have often carried out some sensitive dialogue (bad guys plotting and whatnot) in /say, without it intending to be heard by everyone. Â But sitting there at the table in Bismarck just staring at each other while we talk in party, seems a little off to me too. Â So I usually always speak in /say. Â But that does open you up to possibly someone else assuming it is something that is playable by those who can hear it. Â And I can't blame them really, even though I myself always pick and choose what part of the conversation my character may hear, since that can change radically what actions a character takes. Â Reacting to a confession is a huge deal, I myself would have sent a tell. Â But I've played with plenty that do not, and the scene still turns out great!
Honestly, I don't think there is one good answer. Â I would have likely reacted as you did, especially if you knew the other player to some degree and even moreso if you respect them. Â React as your character would to what their character is doing, but send an OOC tell at SOME POINT to figure out the consequences of the actions that were just exchanged. Â I probably would have done it at the end, as you did to figure things out on where to go from there.
Part of roleplay, and especially in a public setting is that often careful laid plans can get derailed, to some degree. Â Sometimes reacting to them and figuring out is the fun part! Â But if it completely derails things for an ongoing arc, then you and your RP partners do have the liberty to repair it however you will (the stabbed person was healed by someone else, Natalie pulled strings to get out right away). Â Being that the other player put your character in an extreme situation, I don't think it would have been fair for them to then not allow you the liberty to figure a way out of the situation, if they did not have one for you.
I have played with players who like all of the important stuff discussed before hand, and I've also played with those who discuss absolutely nothing and would LOVE to surprise you. Â And then of course everything in the middle. Â I don't mind any of it as long as we are all in the story together and trust each other to add to that story.
The important stuff is that last part though. You have to have some trust in that other player. Â I would find it extremely difficult for me to roll with the punches if someone jumped into the storyline in a major way and I knew nothing about the player. Â Then I would be super cautious about it and I will likely reign in just how much their actions affect mine.
And having a dialogue in /say, that's tricky too. Â I have often carried out some sensitive dialogue (bad guys plotting and whatnot) in /say, without it intending to be heard by everyone. Â But sitting there at the table in Bismarck just staring at each other while we talk in party, seems a little off to me too. Â So I usually always speak in /say. Â But that does open you up to possibly someone else assuming it is something that is playable by those who can hear it. Â And I can't blame them really, even though I myself always pick and choose what part of the conversation my character may hear, since that can change radically what actions a character takes. Â Reacting to a confession is a huge deal, I myself would have sent a tell. Â But I've played with plenty that do not, and the scene still turns out great!
Honestly, I don't think there is one good answer. Â I would have likely reacted as you did, especially if you knew the other player to some degree and even moreso if you respect them. Â React as your character would to what their character is doing, but send an OOC tell at SOME POINT to figure out the consequences of the actions that were just exchanged. Â I probably would have done it at the end, as you did to figure things out on where to go from there.
Part of roleplay, and especially in a public setting is that often careful laid plans can get derailed, to some degree. Â Sometimes reacting to them and figuring out is the fun part! Â But if it completely derails things for an ongoing arc, then you and your RP partners do have the liberty to repair it however you will (the stabbed person was healed by someone else, Natalie pulled strings to get out right away). Â Being that the other player put your character in an extreme situation, I don't think it would have been fair for them to then not allow you the liberty to figure a way out of the situation, if they did not have one for you.