D&D General What is player agency to you?

Isn't it? To me, that seems a fairly narrow perspective. I think the idea that Position of Privilege makes it harder to pretend to be a commoner - an idea which the BW Mark of Privilege trait brings to mind - is an interesting one. I think 5e D&D could potentially be more interesting at some tables if these sorts of implications of backgrounds were reflected on and incorporated into play.

And I've replied that this is a table-specific question. Given that I don't play 5e D&D, I don't have an actual play experience to report. In 4e D&D, which I think works best following a similar rubric to BW ("say 'yes' or roll the dice - this is not outright stated but strongly implied by the 4e DMG), the players cannot "say 'yes'" to themselves. If our Emergent Primordial wanted to conceal his nature, for instance, a Bluff check - in some context, perhaps a full skill challenge - would be in order.

How well do you know 4e D&D? In my view it satisfies @chaochou's desiderata.

Who are you addressing with this post? I mean, I play games that deliver the experiences I want from them, and have posted about some of them in this thread. One of them is a version of D&D (4e). Of course, with that one I keep getting told it's the wrong game (for me or anyone else) to be playing, by people who have a specific vision of what they want and are unhappy that 4e doesn't deliver it!
I am addressing all RPG players everywhere, particularly those who want to make a game designed for classic or trad or neo-trad play into something more suited for narrative play (although of course it equally applies to the reverse). If you need to make significant changes to the game to suit your playstyle, why not play a game that is closer to what you want? And that applies to designers who try to shift an existing game's playstyle through rules changes as well. Make and promote a different game.

All IMO, of course.
 

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I'd say that the rule is ambiguous but can potentially be read the way you describe. I think all the potential readings of the rule end up a bit inconsistent when the rest of the rulebook is taken into account.
I have no view about how others should play 5e D&D. I have reported what I would expect as a player, given the text of the rules. And I have related that expectation to my more general preference about player agency.

As to the issue of the overall consistency of the 5e rules: there is a doctrine, in the Australian law of statutory interpretation, that it is impermissible to read one part of a statute, to construct a rationale or purpose from that, and then to use that constructed rationale or purpose as a constraint or limit or gloss on other parts of the statute. Rather, the statute has to be read in its entirety, and only then can its rationale or purpose be identified and potentially deployed as an aid to interpretation of particular provisions.

It is even more impermissible to construct a rationale or purpose from some source external to the statute, and use that as a constraint or limit or gloss on the text of the statute itself.

In this thread, the approach to the interpretation of the 5e rules by @Micah Sweet, @Maxperson and @Oofta - which identifies a rationale or approach from a certain component of the rulebooks (eg text in the DMG) or from something external to the rulebooks (a sense of "how D&D is meant to work"), and then reads that back into the text of the Noble background to derive some implicit "unless the GM says otherwise" that is not there in the text - seems to fall foul of the stricture I've just described.

I think there are more consistent ways of reading the rules, which reconcile the express text of the feature with other elements of the text. I think @hawkeyefan has outlined them in this thread.

But the issue of the best interpretation of the 5e rules is ultimately orthogonal to the topic of this thread, which is player agency.
 

I am addressing all RPG players everywhere, particularly those who want to make a game designed for classic or trad or neo-trad play into something more suited for narrative play (although of course it equally applies to the reverse). If you need to make significant changes to the game to suit your playstyle, why not play a game that is closer to what you want?
If I were to play 5e D&D, I wouldn't need to change the background features, which in my view are one of the more interesting parts of the game's design!

It seems to me that it is those posters in this thread who are arguing for the reading in of text that is not there - an implicit "unless the GM says otherwise" - who are changing the game from what has actually been published to something that better fits their vision.
 


These posts don't make any sense to me.

If the GM says 'yes' to every player action declaration, I think play may be quite boring - it becomes closer to a novel co-authored by the players rather than a game - but I don't see that players are having their agency thwarted. And they are hardly being railroaded - they are just enjoying the fruits of their own choices!
I disagree. Under such circumstances I can write down a chart of 100 random actions and roll randomly when I come to a decision point. Where's the meaning in such a situation. If rolling randomly and making a choice ends up being the same, choosing doesn't matter.
 

I'm not quite sure what you mean here.
Well, to look at it from another angle. Suppose a player surrendered agency to the rules (and presupposing an ideal state where applicability and meaning aren't in doubt), and GM seeing that the rule in this circumstance was unreasonably and perhaps implausibly limiting, gave a ruling thar relaxed the constraint (and presupposing an ideal state where the wisdom and justice of the ruling is apparent to all players.) They are judiciously increasing player agency ("the rules work for you", where the "you" in question is extended to the group.)
 

I'm mulling this one. What if GM says "These are the three outcomes we're interested in, agreed? Roll for it."

So you’re describing a situation where the player and GM have a discussion and and agree on what’s at stake before rolling? And I expect the player has some sense of the odds, as well?

Sounds pretty good to me!

I’t’s “Here’s the situation and how it will work. Do you want to proceed?” And then the player can decide if they want to or not. It’s up to them. Whatever the outcome may be, they’ve chosen this path and accepted the odds. The dice tell us how it goes.

Which is why it is, in my opinion, a bad rule that flies in the face of the rest of the presentation of the game.

I don’t know if I’d go quite that far, but that’s a perfectly fine opinion to have.

tell me where it says anything about supernatural, you are just inferring that based on how you read the rule

I don’t think it explicitly states it’s supernatural. That was more @Micah Sweet ’s interpretation. I think the rule says how it works and can be interpreted that way if one is so inclined.

No, it doesn't. You get the feature because your family "wields significant political influence." This idea that D&D does, or should, support a hierarchy of aristocracy as something inherent to specific families is dangerously close to core supporting beliefs of racism. I'm not going there.

It says a lot more than “your family wields significant political influence”.

And if’s not requiring anyone adopt a view on the divine right of nobility other than that perhaps in some cultures, that was a belief.


Only if, and this is a big if, it MATTERS. If it doesn't matter, then what the player can do isn't relevant at all, because what he does doesn't matter.

I don’t know what you have in mind here about not mattering.

Not really. Trying to find obscure ways to say yes has been a staple in this thread, and saying no without at least a roll to succeed removes agency according to them. If there is always, or even almost always a chance for success, my agency is virtually negated. Nothing I do matters.

I wouldn’t say finding “obscure ways to say yes” is anything that’s been argued. There are perfectly reasonable ways to say yes. The ability says that it works. So it’s on the DM, with possible input from the players, to determine how.

I shared an actual example from play. Nothing obscure about it, I asked the player why it worked and they came up with something cool and unique to their character. It made the resolution of the situation dependent upon that specific character.

Like their choices mattered.

so you do not see a difference between a char being denied an audience and the player not being able to ‘wish’ a +1 sword into the world, so their char searching a cupboard can find it?

To me these are two completely different things and only the latter thwarted the player (not interested in discussing whether the player should even have been able to in the first place)

The former just means the player has to think of a different approach, same as if the char’s request were denied during the audience

I don’t know what you’re talking about.

I actually agree here.

I disagree here - What you are describing is a player that has agency to roll the dice! Nothing more. And that is certainly a type of agency but see below.


The outcome of "no" is no more up to the player when rolling dice than it is if the DM says "no'.

What is up to the player in both cases is making a decision on what action to try based on the information currently at hand. That's still agency. That the outcome may come out to be "no" doesn't make this no agency, any more than the dice may come up "no" makes that no agency.

But the player chooses to roll. The dice are random, but their outcome indicates some kind of odds. The player should ideally have a sense for the odds and the likely outcomes, and then can choose to try this way or perhaps consider another.

It’s not specifically about the outcome.
 

If the GM says 'yes' to every player action declaration, I think play may be quite boring - it becomes closer to a novel co-authored by the players rather than a game - but I don't see that players are having their agency thwarted. And they are hardly being railroaded - they are just enjoying the fruits of their own choices!
I agree, I see this more as in a way not taking the players / the game seriously. It doesn't really remove agency, it removes good or bad gameplay, it removes any stakes.
 

A choice only has meaning if it can result in a bad outcome, however small.
Really? Like, my choice to put my child in a car seat only has meaning if, despite my precautions, she has a chance to be injured or killed in a car crash.

Or to look at something more low stakes: my choice to play an Elf rather than a Dwarf as a PC only has meaning if there is a chance I'll end up playing a Dwarf by accident?

Or to look at an action declaration in D&D, my choice to cast Featherfall when an ally falls over a cliff only has meaning if there is a chance of a GM veto, even though no D&D system ever has allowed a GM fiat veto over the casting of a spell by a MU/wizard?

What you're saying makes no sense at all to me.
 

Isn't it? To me, that seems a fairly narrow perspective. I think the idea that Position of Privilege makes it harder to pretend to be a commoner - an idea which the BW Mark of Privilege trait brings to mind - is an interesting one. I think 5e D&D could potentially be more interesting at some tables if these sorts of implications of backgrounds were reflected on and incorporated into play.
I agree that it would be more interesting, but 5e does not have this and we were talking about agency in a context of 5e, at least from my perspective.

If we want to discuss how 5e can be improved, I'd much rather take BW's nobility than the nonsense 5e offers today

How well do you know 4e D&D? In my view it satisfies @chaochou's desiderata.
barely, at a minimum there seems to be some disagreement about this fact in this thread however
 

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