They stated early on that they don't believe in talking to people about issues at the table.
Yes, I know. Doesn't change that's what they probably should do. And they did ask.
They stated early on that they don't believe in talking to people about issues at the table.
It's not futile for me. As I posted upthread, by comparing the levels of player agency in games I can work out which ones will or won't appeal to me. And also prepare myself in more technical ways for how they will play at the table.What I meant by that is that it's an exercise in futility to try and compare the levels of the different kinds of agency that the different playstyles use.
Except you stopped the game for however long it took to do the ghost possession bit and embarrass the player. Which took what several minutes? It would have likely taken less time to either say "ok, you drink at the bar over the next hour... You're not with the rest of the group, for better or worse..." That takes seconds, and establishes the player is not with the rest.I did keep the game running for everyone else. The good of the many trumps the good on the one.
Every player in my game knows I demand no distractions.
So I think I should preamble here by noting that I'm very much not trying to take a side in the gaming culture war going on in this thread, although, by virtue of being someone who likes pbta games, I suppose I can't avoid being assigned one by default. I nevertheless wish to stress that I am not trying to convince you of the superiority of any particular approach, or the unimpeachable correctness of any particular definition of the term "agency."Maybe not for the players, but it definitely seems more restrictive for the DM, which contributes to my earlier theory that the GMs job in these kinds of games is simply to service the player's desires.
@Voranzovin's reply to this says a lot of what I was going to say.Maybe not for the players, but it definitely seems more restrictive for the DM, which contributes to my earlier theory that the GMs job in these kinds of games is simply to service the player's desires.
The difference is vast, and I think you are missing it because you are not taking seriously intent and task - if the player succeeds at an action declaration, the intent and task come to pass and the GM is bound by that.I guess the question is how bound the DM is by those rules, they could have let the chars find another item, it is one they chose. I am not sure how the rules of the RPG played into what was chosen, but the arrows had some meaning to the chars already. On the other hand, there are probably several other items that do too and could have been chosen instead, giving a different spin on the event.
So in either case the DM directs what is going on. That is why I initially said I am only seeing degrees here, not fundamental differences.
Just to be clear, while party play is a thing in (say) 4e D&D or in Torchbearer, it is not a thing in (say) Classic Traveller or Burning Wheel - the PCs are connected and interact, but they don't form a goal-oriented collective in the manner of a traditional D&D party.well yes, you are a party, it cannot really work that way. So you are not talking about in game goals, you are taking about preferences how to play, got it
I have no problem with it being on the spot. If the game goes in a direction I did not anticipate, then I might not have decided on stuff beforehand. It really does not matter to me whether I made the same decision in prep or during play - or if some other DM did in their game
I'm not just making up ways to say "no" on a whim. It's annoying that you keep implying that I'm doing stuff like this in order to thwart the player somehow or because I just don't feel like it. I've explained repeatedly situations where it wouldn't work in my campaign, that the party is in the land of the giants who don't give a flying fig about humanoids, much less humanoid royalty. It's a well established aspect of the campaign.
I think this is a false impression.The main difference I am starting to take away from all of this is that BW and similar games are a lot more formal and rules-oppressive (do not want to say heavy, that term is already taken), pressing both the players and DMs in a formal rules corset of interactions, much less freeform than D&D.
I am not saying that makes the game more restrictive, the players probably can do essentially the same things they can do in D&D, but how they go about it is much more dictated by the rules. Or at least it looks like that to me
Are they playing at the same time / at one table? That sounds like herding sheep, are they even all in one place in the game world? What makes them stay together if they have completely separate agendas with some overlap?Just to be clear, while party play is a thing in (say) 4e D&D or in Torchbearer, it is not a thing in (say) Classic Traveller or Burning Wheel - the PCs are connected and interact, but they don't form a goal-oriented collective in the manner of a traditional D&D party.
Yes.Are they playing at the same time / at one table?
There's no herding. The PCs don't need to be a goal-oriented collective. And the players can take responsibility for their own play.That sounds like herding sheep
In my Classic Traveller game, in its current state, the PCs have two starships which have just rendezvoused after being in different systems. The PCs need the starships to get about - some work on them, others are spongers - which is why (in the fiction) they mostly stay together.are they even all in one place in the game world? What makes them stay together if they have completely separate agendas with some overlap?
I don't think it's useful to confound preference with agency, they're utterly different topics.This is not an absolute. If I'm in your game with 4 other players and none of us wants background features, forcing them on us reduces our agency. You're not giving us what we want or would choose to have.
So while yes there are things that would increase or decrease player agency in 5e, they remain specific to individuals, tables and playstyles.