Aldarc
Legend
I don't think it's a coincidence that combat in D&D has drifted towards "combat as sport."Because combat is where a player in D&D has the most agency.
I don't think it's a coincidence that combat in D&D has drifted towards "combat as sport."Because combat is where a player in D&D has the most agency.
That's fair.Okay, cool.
That didn’t seem to be the case at all, but if so, then okay I’ll proceed with that in mind.
At the step of having an outcome in mind, not particularly much.So then given that you agree above that a D&D player will have an outcome in mind for their declared action, how is that different from the Blades player?
Doing something against the rules of the game can also be described with "illegal". "That's an illegal move".Well no, it’s not a “yelling fire in a theater” situation. That is most definitely illegal.
I answered both of those in my original post.I’m asking if the DM is free, either within the rules or within the social contract of the gaming group, to take a successful action declaration, and make it so that the success is something other than what the player expected.
By the rules yes (others may disagree with my reading of the rules). By the social contract, it depends. In practice, most of those things will have the obviously desired outcome (or something approaching it)The player declared that their Rogue was going to attempt to disarm the trap.
The player declared that their Fighter was going to attempt to attack the orc.
The player declared that their Bard was going to attempt to Persuade the baron to provide the party with horses.
In each of these cases, the player has an outcome in mind. Wouldn’t success result in that desired outcome? Or may the DM alter the outcome?
No. It's not what he may or can do. It's what he does do.If the DM may alter the outcome, then would you agree that this reduces a player’s agency?
As noted again and again. That's not really the way D&D works by rules. The rules do not guarantee a player his desired outcome on a success. He does often get it. But other good results sometimes will be substituted. I gave 2 examples of that above. I don't think it's in the Spirit of the game to have a success turn into a failure and so whether there's rules against it or not, you don't really see DM's going, you passed your disarm trap check, roll a dex save because you disarmed the trap by setting it off with you on top of it. That kind of thing just doesn't happen.If the DM cannot alter the outcome, then are we back to the player declaring both action and intended outcome? Doesn’t this render the (3) in my previous post as not applicable on a success?
Can he? Most certainly. If not by rule then by the knowledge that the players don't have enough information to spot him doing it. If he did negate that one action most likely nothing would change in respect to the agency over the combat challenge. Taking away one combat action is unlikely to take away the party's ability to overcome the combat challenge. Much like a single bad call most often doesn't decide the outcome of a sports match.Imagine if the DM was not discouraged from simply negating an action in combat. He could just alter any result as desired, usually to match some preconceived idea he has about the fiction. What would this do to player agency?
In terms of amount when compared to the typical D&D game, nothing.Imagine if the social and exploration pillars of D&D had similar structure to combat. The DM would follow established processes, the players would declare actions, the dice would determine success or failure, and the DM would honor those results. The DM would not be steering things toward their idea of how the fiction should go. What would this do to player agency?
What I see in relation to that most often is that there's no chance to get exactly what the player wants but there is a chance to get something related to what the player wants. In this case the DM determines the stated action is close enough for these other things and if determining they are uncertain he calls for a roll and on a success provides something that is good but not exactly what the player wanted.Most of time when I see a disconnect between what a player intends to achieve it involves a player trying to gain some information or applying leverage to an NPC.
This seems to be going back to the notion that if the players have no knowledge or imperfect knowledge of something that they cannot meaningfully change it. I think they can! Enacting meaningful change doesn't require player knowledge, it requires PC action.These are particularly troublesome areas because "plots" often revolve on keeping players in the dark or scripted NPC behavior. It's these arenas that often have the most impact on a player's ability to enact meaningful changes in the fiction that send play on a trajectory that was not planned by the GM.
I don't think I disagree with you that lacking agency over one thing in Game Alfa, relative to Game Bravo, means you lave less total agency in Game Alfa than in Game Bravo. I think it's probable, though, that a given game or moment has a fixed amount of agency available, so if one person loses agency, it seems likely that someone (something?) will gain it. So, if you would normally have agency over something in that moment/game, and you lose it, you do have less agency in that instance--I guess I'm saying that agency is probably a zero-sum thing at any given moment (or in any given game). Some games might have more or less variability in the amount of agency available; we know the agency available is distributed differently in different games.All this does is bring us full circle back around to, does lacking agency over one thing or one type of thing mean you have less agency overall. My answer to that is no. Agency is not a 0 sum.
But going beyond that just a little will reveal many differences. In blades the desired outcome is stated up front and if success occurs it's mandated that the player get his desired outcome. Neither of those are necessarily true in the case of D&D - though by far the most likely result in D&D is that the player gets his desired outcome.
By the rules yes (others may disagree with my reading of the rules). By the social contract, it depends. In practice, most of those things will have the obviously desired outcome (or something approaching it)
I think it's worth mentioning that in D&D the DM determines if the roll is even called for in the first place. He is well within his rights to determine success or failure with no roll at all. So there's very little reason he would ever want to turn a success into a failure and the like. The system sets him up so he doesn't need to do that.
No. It's not what he may or can do. It's what he does do.
Can he? Most certainly. If not by rule then by the knowledge that the players don't have enough information to spot him doing it. If he did negate that one action most likely nothing would change in respect to the agency over the combat challenge. Taking away one combat action is unlikely to take away the party's ability to overcome the combat challenge.
In terms of amount when compared to the typical D&D game, nothing.
I think most common situation would be when there is something that the player doesn't know about the situation that prevents the thing from succeeding in the manner envisioned by the player. I think trying to find food in the necrotic death zone was used as an example of such earlier in this thread, though that was rather extreme case of it. When attacking the orc, perhaps the orc is actually an illusion, and instead of harming an orc (because it doesn't exist) a hit reveals the illusion as character's sword passes harmlessly through it (this or something very similar certainly has happened in many a game, probably in yours too.)So, in your opinion, what would be a reasonable example of a DM altering the success state? How would this come about? Preferably, describe something that actually happened rather than offer a hypothetical.
Good question.So how do you figure this? Why should the system give him the ability to do things that he shouldn’t do?
Can you elaborate?
I think broadly speaking if you are using the rules of the game as a means to settle disputes between players you have already lost. If we cannot come to consensus about stuff in the fiction we probably should not be playing together. I think game rules should be layered on top. They should add something to the experience.
I was trying to be nice by assuming you weren't saying something so trivially incorrect. But I have no problems doing this your way.
Because we can watch their PC's actions causing meaningful change in the shared fiction.It's these areas of the fiction where illusionism finds its nesting ground. If the GM is not meaningfully constrained by fictional positioning either socially or mechanically how can we say that players have the power to enact meaningful change in the shared fiction?
That's a strange definition of agency. If the peasant acted and his actions resulted in his life being spared then he most certainly had agency. Heck, if there was even a chance his actions would have spared him, it's still agency.They can plead before the GM/DM, but a medieval peasant does not have agency over their own life because they can petition their lord to enact change for them.