dave2008
Legend
So question @bloodtide: do you have an issue with player agency or "reality altering" agency or both or some combination of the two? Do you understand the difference? Do your players?
In my BW game, there were three examples of meeting PCs. None involved the PC not knowing someone and the player saying so in character many times.This does not seem like a hard concept.
Normal reality: Player Character Abel does not know NPC Zorn. This is true for weeks of game play, and the player even says so in character many times.
Changed reality: suddenly the adventure swings in the direction of NPC Zorn being part of the plot. And the player just says "oh yea, my character Abel is Best Friends with Zorn" to gain some advantage in the game play.
Well, the examples I used are based on your Burning Wheel examples.
Less agency than what? Than your game? Then is your preference? Ok?Actually, there I was talking about my game system where this is directly supported by the rules.
Right. Players in your game have less agency. They can only add things to the gameworld if they clear it with you in advance and get your approval.
It's been possible to run every edition of D&D I've played the way you describe. It's how we played 1e and 3.x and it's how we're playing 5e. We skipped 4e because reasons but I have no doubt it too could be played this way.By the way, it's possible to run 4e D&D in the way I've just described - I know because I've done it. I know from experience that AD&D can also be played in this way, although it is not as robust and now that I know of systems that are better for this approach I wouldn't go back to it.
It is. Sadly what happens is some gamers play some of the Other Games and think they are beyond great. But then they go back to playing D&D, and bring the ideas with them. So even though 5E D&D does not have a "I know a guy" rule, players will whine or demand it be added to have "player agency".
I'm not that sure.If you can consult your 25 year old spiral notebook of setting lore to deny what the player just said, then you can’t claim to run a game that’s all that concerned with player agency.
So think about your game, and think about when play works in such a way that the player gets to tell the GM what happens… and crucially, cannot be vetoed… and that’s where the agency is.
It’s that simple.
And, as I have shown above, none of the actual games that people talk about on here do that. Literally, actually none of them. Zero. If you can name one that does, I welcome it!The BIG diffrence is the GM revealing things as part of the game being a neutral individual.....and the player(s) revealing things to gain or change something in the game for their own benefit.
Like at any time a player can just say "oh NPC Bob owes my character a ton of money, so i go collect it from him"...and suddenly the player has just altered game reality to make their character rich.
Again, noting that when most folks use the term "railroading," what they mean is, "The GM permits no real choice, and any 'choices' that appear are either outrightly false [read: every choice actually results in the same exact ending], or are actively stymied by the GM until the 'correct' option is chosen." The stereotypical example being that the players need to take a ship to get somewhere, so every land route is blocked or too expensive or barred, and the town teleport circle is broken, and plane shift doesn't work in this city, and, and, and, and, until the party finally does choose the correct option of taking a ship.It's my preferred way of doing it.
That would be why people keep telling you to ask them. Because that's the only way you can actually learn much of anything about them.I'm not an expert in every player. We all game at the library or rec center. So I see them, know some names and we clash every so often. I have seen them play many games across the room.
So...you're willing to "make" players (and drive away the many who refuse) within the scope of 5e, but you're not willing to just say, "I'm going to run <other system,> if you want to join, awesome, come have some fun." Just seems very weird that you do stuff completely without regard for what the players want in one context and yet only adhere to what players want in the other.And here is the thing....we are playing summer games. When I suggest any game it will get shot down....they just want to play D&D 5E....though I did convince one group to play 3.5E. But then they jump on the whole agency thing.....for D&D.
You're answering the wrong question.While a LOT of people feel they can ONLY do something in an RPG if they have a printed "offical" rule in a book right in front of them.........I will let you know this is not always the case.
A great many people can just "do stuff" with no rules. People can just make stuff up.
Because, at any time, if the GM so chooses, any such action can be immediately and unquestionably vetoed. Players do not have agency; they have at best conditional input. It is the GM who has agency--permitting or not permitting new entries in the ledger.I'm not that sure.
Why can't the player have agency over the actions of their character within the framework?
It is the way the GM is exercising their agency here which forbids players from exercising theirs. The players are mere observers who can offer suggestions. The GM actually writes the tale.DM agency and Player agency...not one or the other.
Except that the GM explicitly can do that, whenever and wherever they like, so long as they can point to anything in their tome of lore to support the claim. You do not actually have the power to declare what your Fighter does. You have only the power to suggest that your Fighter does something. It must then be approved by the GM. Once it is so, then the GM makes it true. You are an adjunct to this process. You have absolutely no ability to question or challenge the Tome-o-Lore.IMO, I have agency if I tell the group "my fighter does this". None of them would gainsay me that authority.
Nothing about the description implies any amount of "working it out together."On the other hand, if I tell the DM something that contradicts the world setting we have been playing...I feel I would be in the wrong.
If its a gray area we work it out together.
Well, I guess we have different opinions on agency.Because, at any time, if the GM so chooses, any such action can be immediately and unquestionably vetoed. Players do not have agency; they have at best conditional input. It is the GM who has agency--permitting or not permitting new entries in the ledger.
It is the difference between being a member of the House of Representatives and being one of the Delegates from the US territories. The former actually participate in the legislation process, even if each and every individual person does not actually determine what bills become law. The latter merely observe and suggest.
It is the way the GM is exercising their agency here which forbids players from exercising theirs. The players are mere observers who can offer suggestions. The GM actually writes the tale.
Except that the GM explicitly can do that, whenever and wherever they like, so long as they can point to anything in their tome of lore to support the claim. You do not actually have the power to declare what your Fighter does. You have only the power to suggest that your Fighter does something. It must then be approved by the GM. Once it is so, then the GM makes it true. You are an adjunct to this process. You have absolutely no ability to question or challenge the Tome-o-Lore.
Nothing about the description implies any amount of "working it out together."