So, when playing Polaris we want our narration to be cool, which requires that it is capable of flowing well. The guidance system seems to indicate that only the player who has guidance is allowed to make statements involving the character, but the rest of the system seems opposed to that. Some level of control over others' characters is necessary for flow, but too much control seems like it would break the guidance system that lies at the heart of the game. Which of the following statements are ok and why, focusing on issues of guidance and agency:
Heart: "I stab the beast through its misbegotten face and it dies, choking on its own blood and begging for mercy"
Mistaken: "You stab the beast through its misbegotten face and it dies, choking on its own blood and begging for mercy"
Moon: "I stab the beast through its misbegotten face and it dies, choking on its own blood and begging for mercy"
Moon: "The beast stabs Horologium through her chest, piercing her heart and leaving great trails of her crimson blood upon the crisp spring snow. She calls for you, but you pay no heed, engrossed in your battle." (Horologium here is in the New Moon section of the Cosmos).
Mistaken: "The beast stabs Horologium through her chest, piercing her heart and leaving great trails of her crimson blood upon the crisp spring snow. She calls for you, but you pay no heed, engrossed in your battle." (Horologium here is in the New Moon section of the Cosmos).
Heart: "The beast stabs Horologium through her chest, piercing her heart and leaving great trails of her crimson blood upon the crisp spring snow. She calls for me, but I pay no heed, engrossed in my battle." (Horologium here is in the New Moon section of the Cosmos).
I'm not looking for a strict 'RAW' answer or anything like that (though I'd appreciate rule citations, of course), but I want a more expert answer than what I currently have. The book frequently gives examples of players narrating minor actions and traits of characters not under their guidance, particularly in conflict statements and narration by the Mistaken and the Heart. It also explicitly asks the players to make statements with big consequences like "I stab it. It dies" and not things without clear consequences like "I stab it." It's important to me that the solution to this problem allows for the kind of literary beauty that the system seems to advocate and encourage, rather than completely stamping out players' ability to make sweeping and descriptive statements. I have played a fair bit of Polaris and the only solution proposed so far has been attempted with horrendous results for game speed and the aforementioned literary quality. So far we come up with a new convention more or less every time we start a campaign, and sometimes shift mid-campaign. This is somewhat frustrating and I'd like a solution.