The word you're looking for is agencySeems like the players have implicit narrative control over the game anyway, since all of your actions are dictated by their desires and/or the rulebook.
The word you're looking for is agencySeems like the players have implicit narrative control over the game anyway, since all of your actions are dictated by their desires and/or the rulebook.
not sure why you think I was looking for it…The word you're looking for is agency
so the players have more agency than the DM, they can say what works and what doesn’t, even when it is against the rules. Just wanted to confirm that
But why would they do that? Do you have any reason to give other than, "the rules widget says so"? If not, it means nothing to me.Would they? Says who? I mean, here's what the rulebook says they would think:
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
So they would accept that I have the right to be there, would treat me as a member of the nobility, and would grant me an audience with a local noble (of whom the UK has quite a few, some of whom live in and about Buckingham Palace).
I'm not looking for any word. I meant what I said.The word you're looking for is agency
Wasn't intended as a response to you, two posts merged togethernot sure why you think I was looking for it…
Have you looked up non-sequitur in the meantime?
The rule explains why it worksBut why would they do that? Do you have any reason to give other than, "the rules widget says so"? If not, it means nothing to me.
So no, you don't.The rule explains why it works
yes, but who determines the consequences? Is the player declaring what he is risking, is it some random table, is it actually the GM deciding something for a change instead of just executing the rules?As I've posted, and as I've illustrated with multiple examples from actual play, the GM frames scenes and narrates consequences (especially consequences that flow from failure).
so a talking rulebook then? I am still looking for your agency in all of thisRPGing is more exciting than cooperative storytelling, because of the role division - for instance, it's more exciting for the players to have someone else work out, following a failed roll, how whatever it is that they've staked is lost. It's more exciting to respond to an external prompt than to your own imagining about what might go wrong.
It amazes me how tone deaf this is.Player: I'm going to use Second Wind to -
GM: Nope, you're too tired
Player: Oh, uh, I'll use my Noble background to -
GM: Nope, they've never heard of you
Player: Well I'll cast -
GM: The winds of magic are unpredictable, my friend! No bueno
Player: Well I'll tell the guard -
GM: He doesn't speak Common, only Orcish
Player: Haha, I can speak Orcish too, I say -
GM: He's deaf
Player: I draw my sword out of the scabbard -
GM: It's stuck
Player: I hit him with the sword still in the scabbard -
GM: It slips out of your hand and down a ravine
Player: I sit down in despair
GM: No need to give up yet! I was just about to let you exercise your agency!