hawkeyefan
Legend
Yes. Here is an explicit example. Maybe you don't agree with this position?
Where in that example do I say that D&D doesn’t have agency? Or that it has less than any other game? I didn’t mention any other game.
Yes. Here is an explicit example. Maybe you don't agree with this position?
as I wrote, we are using different terms, when I say ‘what happens’ I mean the outcome, as you are obviously free to decide your actionWhat the character does is what happens. I don’t see the need for a distinction. Imagine a movie or novel. Would you ever describe what characters do in them as being something other than what happens?
It’s not about the outcome… the outcome can be in doubt. It’s about the player choosing what they want to do, and having some chance of achieving that effect.
I’d say you can declare that you attempt to get an audience, whether you succeed depends on circumstances, having the background does not guarantee an outcome, but it makes it more likelyTo bring it back to the backgrounds… if you have a character with the noble background, and it’s been determined they’re in an area where there is other nobility… the player gets to declare that they obtain an audience with a local lord or lady. That’s what the background feature for nobles does.
agreed, imo the GM can never say ‘you cannot do that’, short of it being literally impossible. All the GM has control over is the outcome, and even that should be reasonable.If the GM steps in and says “no, you can’t do that”, absent a very compelling argument, I’d say that’s problematic as it relates to player agency.
I'm curious about why you think this?Then I'd go even further and suggest that the typical mechanical structure used to give players 'DM Agency' in No-Myth games also reduces actual player agency in certain ways as well.
I think it would be useful to have an example of an actual system here. I can't think of one that what you've described would fit into, but obviously I don't know all systems!Just as the player tends to get narrative control over the world on a successful check, the GM tends to get narrative control over the character on a failed check. Example - player wants to cut the NPC's head off on a success. Player rolls a check and receives a failure. GM now has some limited narrative control over the PC and what happens to him. Perhaps his response is: about the time you would have went to swing your sword you experience a mind numbing migraine - you fall to the ground and shriek in pain.
Give me names, not "most of them." Unless I have an actual game to look at, the claim is meaningless at this point, like being asked, "And who are these enemies you speak of?" and replying "You know, Them! You see Them everywhere!"Which games? - Most if not all of them. I'd say all but this is the internet so there's inevitably an exception to eveything.
That's not a lack of agency...? Or I don't understand how it isn't.How? - Just as the player tends to get narrative control over the world on a successful check, the GM tends to get narrative control over the character on a failed check.
That's fair, but...you did exactly that above. I asked for games. You gave a handwave: "Most if not all of them." Can you name one that does it? Point me to a mechanic in one of them? Anything that actually puts a name and a face to this boogeyman?Just a suggestion - but discussion would go alot better if you laid off such accusations.
I reject that this is a lack of agency. The player already demonstrated that agency in advance; you pick the Score quite early, as I understood it, because (just like both fantastical heists a la Ocean's Eleven and real heists e.g. the Antwerp Diamond Heist that required eighteen months of preparation) these things are major efforts and unless you genuinely, thoroughly botch something to the point that the heist is a total bust, you're probably gonna keep going through with it despite the occasional wrinkle. If everyone bailed out at the first wrinkle, there would be a lot less crime in our world!I already have in this thread. Flashbacks in Bitd. Players are deprived of any agency related to the outcome of the flashback in determining what score they ultimately take, what downtime activities they do, and really most any preplanning at all (yea, the game is premised on limited preplanning by the players and for good gameplay reasons, but that's still something a D&D player almost always has agency over that a BitD players doesn't).
There seems to be a conflation, here, of events and probabilities in the real world, and events and probabilities in the fiction.I am on board with that, I am just not expecting that the char searching the cupboard for a +1 sword increases the probability of the cupboard containing a +1 sword
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In my world the probability of my drawer containing the winning lottery ticket or the keys I misplaced does not increase depending on how much I wish for it.
The answer to this question is fairly straightforward:it seems there would have to be some way to bring in yet unestablished facts into the world. Like in a no-myth game at some point the idea of a specific magic sword gets introduced. Howso? And wouldn't that introduction violate the 'reasonable and feasible' in a given situation. Then the sword must be found - not placed and then stumbled upon as this is no-myth. So the players try to determine it's location - howso, and doesn't specifying any location violate the reasonable and feasible constraint? Then finally the players get to the locations and search for the sword - i think we are good at this step but it's not clear to me how the preceeding steps don't violate the same thing.
For what it's worth, at least in Burning Wheel, just a player having her character search a cupboard for a magical sword wouldn't increase the probability of there being a magic sword in that cupboard. If a character is searching the cupboard for a magic sword, there needs to be a reason for the character to expect that specific cupboard possibly contains a magic sword (hopefully a specific magic sword).
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assuming Horace the Pickler is and has only ever been a purveyor of fermented cucumbers and it hasn't previously been established in play that Horace the Pickler somehow does have a magic sword in his outhouse, then he just doesn't have a magical sword in his outhouse. No amount of searching will change that. This would be a failure on my part as GM if we got into a situation where both (1) the player was searching Horace's outhouse for magical swords and (2) there was no justifiable reason for magical swords to be in the outhouse.
In Burning Wheel, it is the job of the GM "to challenge and engage the players" by "introducing complications to the story and consequences to the players' choices" (Revised p 268; the same text is found in Gold). And as pp 12-13 explain,Assuming that the situation established between the players and GM in Session 0, prior to the beginning of play isn't about retrieving magical swords, then it's going to come up through a belief a player creates for their character. That belief doesn't necessarily have to have anything to do with magical swords, but the sword would have to come out of the player pursuing their character's beliefs. And if the situation established is about retrieving magical swords, then it's going to come out of the players' beliefs, too — one player might have a belief about a magical sword being located in their village and another might have a belief about Horace being more than he seems, so they start investigating and stirring things up, and, yada yada yada, it turns out Horace the Pickler might have the magical greatsword of King Ivan the Scrupulously Clean in his, er, honeybucket.
The description of pretty much every narrative/story now/whatever you want to call them games is much more accurate and exhaustive than me trying to give you the exhaustive list you are asking for.Give me names, not "most of them." Unless I have an actual game to look at, the claim is meaningless at this point, like being asked, "And who are these enemies you speak of?" and replying "You know, Them! You see Them everywhere!"
Another suggestion - instead of saying 'no it's not' with no other details, give me something to work with. Because I'm really tempted to just respond 'yes it is' when I see style of comment.That's not a lack of agency...? Or I don't understand how it isn't.
IMO. There's a big difference there. In the fictional world, touching a mummy causes disease (unless you are immune to disease). Contrast to my example, there was no fictional cause action the player attempted that fictionally caused the headache. In D&D terms, the player could have avoided the disease by not touching the mummy - and most likely has learned to not touch any future mummies they may encounter. In my example, the player couldn't do anything to prevent the headache, the only prevention was to roll a success on the dice.Further, the example you gave is perfectly in keeping with things I've seen in every edition of D&D I've played (3e, 4e, 5e, and Labyrinth Lord, which AIUI is basically "B/X rules with AD&D options.") E.g. when I played LL, my character was immune to disease (Paladin-based homebrew), but one of the others wasn't--so when I touched a long-dead mummy it did nothing, but someone else touched it, rolled poorly, and fell to the ground, shrieking in pain. So if this is a lack of agency, it would seem every single edition of D&D also lacked it, meaning nothing has actually been lost.
You asked for the games that do this, not for me to give you an example of a game that does this. I even explained the specific style of mechanic that made it possible which all the games of this category that I know of share in common. Notice how in the same post a few paragraphs down when you did ask for a specific example I gave one.That's fair, but...you did exactly that above. I asked for games. You gave a handwave: "Most if not all of them." Can you name one that does it? Point me to a mechanic in one of them? Anything that actually puts a name and a face to this boogeyman?
Again. Stop this if you want to continue our discussion. It's not true and even if it was it's pure snark.Or is it just this broad, abstract ghost that never actually manifests?
It seems to me that you are suggesting here that it's not a lack of agency here because the player shouldn't have had any agency here to begin with. Yet we can compare with a D&D heist (despite the usually lackluster heist gameplay). In a D&D heist if a player botched some pre-mission setup for in mission advantage, the players get to take that into account and make decisions based on it. That is agency. None of that is present in BitD flashbacks.I reject that this is a lack of agency. The player already demonstrated that agency in advance; you pick the Score quite early, as I understood it, because (just like both fantastical heists a la Ocean's Eleven and real heists e.g. the Antwerp Diamond Heist that required eighteen months of preparation) these things are major efforts and unless you genuinely, thoroughly botch something to the point that the heist is a total bust, you're probably gonna keep going through with it despite the occasional wrinkle. If everyone bailed out at the first wrinkle, there would be a lot less crime in our world!
Sure. But I'm not saying every time a player uses a flashback it does this. When it's successful there's no loss of agency. The issue happens when the flashback fails.Plus, you have agency over when you want a Flashback or not (they aren't inflicted upon you by the DM), and you can attempt to get an advantage--just as you can with any preparation in D&D. So, again, I'm not seeing what is lost here.
4e works the same way as 5e. The DM looks at their notes and sees what is in the cupboard. There are rules regarding the amount of treasure players should get based on their level, and there are randomized tables (the odd/even number and 20 rule if I remember correctly). But, it is still in the DM notes. Or if the DM doesn't do prep like that, then they could just roll. But they are still the same.In the 5e approach, the search is resolved very differently from the attempt to decapitate the Orc. In 4e and BW, not so much.