So here's the thing (and this goes back to the Trouble Player but is also something I've struggled with, esp. early on in this PBTA iteration. For a certain group of gamers, RPGs are a competition between the players and the GM (the players are also in competition, but not quite to the degree that the GM is the Enemy). We are all aware of the whys and wherefores of that idea, but I bring that up because, if that is how someone is framing their Masks gaming experience then of course someone's Influence being imposed will feel like an attack. Because if they have Influence over you, it's like a psychic attack, and they can make you march like a puppet to your doom, and even if that's not at all how Influence works, that's how that mindset is going to think it works. And that circles back to some initial concerns I (and Margie even moreso) had over the idea of a teen drama where various parties could impose conditions on you (or at least make you take one), and could take influence over you, and all that jazz. Because if you grew up in a D&D adversarial campaigning world (even one with good people), it's the kind of thing that sends up warning flags. And one of the things that tickles me most about this game is how it isn't like that, and where giving someone Influence (vs. their taking Influence, a very different perception), as well as taking conditions (vs being given conditions) is all a good thing because it builds drama and drama is fun. One thing I liked in the examples given in the post were precisely around that language. I am growing closer to this team because of something that someone in particular has done/said / is doing/saying, so by definition I am saying that they already have influence over me, that I already pay attention to what they do and say (look, they drew me closer to the team!) . While it's possible that that someone might abuse the privilege by shifting labels capriciously or to cause problems, the actual power there is pretty limited, and the problem is self correcting (players who are dicks about it won't be given the opportunity to influence others). Again, this is all under my control as a player, if I want to do that closer-to-the-team thing for story and/or character management. The Trouble Player's concern doesn't align with reality, but I understand where the misapprehension is coming from. The trick is to make it clear that giving (recognizing) Influence isn't opening yourself up to attack, but a roleplaying mechanism baked into the game.