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What is player agency to you?
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<blockquote data-quote="aco175" data-source="post: 9072026" data-attributes="member: 27385"><p>I'm currently running the Against the Giants series that have been updated to 5e. There is hardly anything that has been updated content-wise. It is just some skill checks and technical things converted over. The series play very DM vs. player style and has a lot of gotcha items and situations. Some of this is just 1e to 5e and some may be that my groups style of play has changed over the last 40 years. I also think some expectations of play have changed or evolved over this time. </p><p></p><p>For example, there is a room with a giant jailer with some wererat helpers that appear as humans in rags. Fine, the giant fights and the 'humans' will attack if attacked first or they will flee and warn the drow. No big problems until the room that they live in and use every day has a table they eat off of with a poisoned coffer on top of it. If you open it- gotcha, you should have carefully studied the box and checked it for traps before making a History check to recall that giants liked to use poison in the common areas of their homes. Then, you should have told the DM you are using the latex gloves you bought in town and going to whittle a broken arrow shaft into a hand to carefully open the lid while standing on the side in case a dart or trap goes off. You could also ask the mage to use mage hand from outside the room to describe how he uses the hand to open and go through everything in the room.</p><p></p><p>Or, should it be expected that you can open a box in someone's living room without the gotcha. If there is a reason for the poison, then maybe, but a Perception check should be in order to notice the layer of dust on the box that sat for weeks/years without anyone touching it as a clue. Maybe servants come and clean daily to polish things and recoat the poison, fine- but then there should be a dead servant someplace with black hands who died from the poison and a cleaning rag sticking out of his pocket. Clues should be available for context. </p><p></p><p>When the game slows down that much because the dungeon is made to shock the players with a bunch of gotcha tricks it makes less fun (maybe for just my group). If the dungeon makes sense then the pace works and people know what to expect and where to be more careful when things do not make sense.</p></blockquote><p></p>
[QUOTE="aco175, post: 9072026, member: 27385"] I'm currently running the Against the Giants series that have been updated to 5e. There is hardly anything that has been updated content-wise. It is just some skill checks and technical things converted over. The series play very DM vs. player style and has a lot of gotcha items and situations. Some of this is just 1e to 5e and some may be that my groups style of play has changed over the last 40 years. I also think some expectations of play have changed or evolved over this time. For example, there is a room with a giant jailer with some wererat helpers that appear as humans in rags. Fine, the giant fights and the 'humans' will attack if attacked first or they will flee and warn the drow. No big problems until the room that they live in and use every day has a table they eat off of with a poisoned coffer on top of it. If you open it- gotcha, you should have carefully studied the box and checked it for traps before making a History check to recall that giants liked to use poison in the common areas of their homes. Then, you should have told the DM you are using the latex gloves you bought in town and going to whittle a broken arrow shaft into a hand to carefully open the lid while standing on the side in case a dart or trap goes off. You could also ask the mage to use mage hand from outside the room to describe how he uses the hand to open and go through everything in the room. Or, should it be expected that you can open a box in someone's living room without the gotcha. If there is a reason for the poison, then maybe, but a Perception check should be in order to notice the layer of dust on the box that sat for weeks/years without anyone touching it as a clue. Maybe servants come and clean daily to polish things and recoat the poison, fine- but then there should be a dead servant someplace with black hands who died from the poison and a cleaning rag sticking out of his pocket. Clues should be available for context. When the game slows down that much because the dungeon is made to shock the players with a bunch of gotcha tricks it makes less fun (maybe for just my group). If the dungeon makes sense then the pace works and people know what to expect and where to be more careful when things do not make sense. [/QUOTE]
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