They did pick the adventures: one 5E spelljammer save the town (in space) adventure, and the other three all picked the Slay a Dragon adventure.I wonder if the agency issue runs deeper and what they are really complaining about is that they have no say in the theme and style of the campaign. For example:
Players: 'We want to play Indiana Jones, hunting for treasure and lost cities in the jungle'
DM: 'Too bad, I am playing Curse of Strahd, so you will be Van Helsing hunting vampires in a horror setting'
instead of
DM; 'That sounds like Tomb of Annihilation could be a fit. Here is what that is about ... Should we play that?'
I don't know how BW works. Your example was: Characters need a ride, so you did the circle thing rule, and then you the player said Game Reality was altered by your PCs best pal Bob floating by on a boat.This is why I am asking you what RPGs you can identify that fit what you're saying. I know how Burning Wheel works, but it isn't an example of what you're saying.
You count character back grounds as player agency? That is a new one.Actually, there are some “I know a guy” rules in 5e. Backgrounds offer a ton of them. They work very much like you describe, except in functional ways rather than your caricature. I think they’re one of the strongest examples of player agency in the 5e ruleset and that they make for super fun no worry about the dickhead GM kind of play.
Well, I'd say that is Never. By that definition my games have zero player agency.****
I think reading through this thread has given me a good idea of what player agency means for D&D: it’s when the game allows the player to tell the GM what happens.
Setting lore, common sense and DM whims will always trump whatever random stuff a player says.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.
I see people do it all the time. But I'd need to see some game play to point it out.....maybe if someone had a play by post to share?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!
Every single example people have brought up, it is either the GM who actually determines what (if anything) results, or the player must actually expend precious resources and then actually play through the process of acquiring any possible benefit, including the possibility that they simply fail--as is the case with any other stuff people play.
And, yes, in the examples the GM always agrees...but that is part of the game. The GM read the rules and on page 44 it said "let the players make up stuff and alter reality", so the GM nods and says "ok,".
No, that is accurate. Though I use the Invisible Railroad and I'm a Smooth Operator. But I do think that most of the time there is only one way when talking about such vague marco things.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.
I fear I have forgotten, but I believe you have said you mean something rather different when you use the term "railroading."
Like if I want the PCs to take a ship, I will alter the world to make it so. Like the destination they want to reach is on an island....so they HAVE to take a ship to get to the island.
Not following you here....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.
Every example I've seen or read or heard about sure fits. Maybe you or someone could give some examples.I am telling you that that does not actually happen. Not one of the games people have mentioned here works that way. Not even Blades in the Dark and its Flashbacks!