D&D General Renamed Thread: "The Illusion of Agency"

And how is that feeling necessarily different if the DM grants autosuccess or not?

And if the DM really wants them to put skin in the game to find out, they could up the ante:
  • You can pick the lock, but you easily spot the lock is trapped with a poison needle. You can try to work around it, but on a failure you're going to spring the trap. What do you do?
  • The lock is badly rusted. You could try to force it, but you risk breaking your lockpicking tools. You'll have disadvantage on all lockpicking until you can get new ones. What do you do?
  • You hear snoring behind the door. You can pick the lock, but to do so completely silently will take a skill check. What do you do?

Sounds like you're tackling a couple different things throughout your thread here:

  • I want PC actions to have stakes.
  • I want PCs to engage the world beyond clarify situation -> state triggering action -> look to me to call for a roll.

What you've just stated is a great example of identifying stakes. If you do this for all situations where there's uncertainty, the skill roll has meaning. If there's a locked door, and it's gating progress - your examples are great. Ok, if you fail: you can get the prybars or doorkicker going but now you've got other problems.

Extrapolate this out, set stakes before a roll, adjudicate. If there's nothing significant at stake (besides time/resources, which really 5e doesn't usually track very well - you're getting into OSR / other system territory here with a lot of your stuff as well), evolve the situation until something's at stake or just give it to them.

As for the second, again, this is OSR territory and you just have to be ready to prep like that. Surface level impressions (3 senses), more detailed information if they dig closers, hidden stuff they have to find. Great blog post here called Landmark, Hidden, Secret that talks through this sort of unfolding information. I'd try and highlight specific party members. with bits of interactive stuff, and if they're like "can I make a perception roll" gently go "what are you looking at? ok...you look closer and blah."

No reason you can't expand this to social scenes. Landmark: notable figures, broad emotions and body language; hidden: fingers wrapped round the pommel of dagger, eyes seeking somebody else in the crowd, sweating through his fine velvet shirt; secret: get up close enough, make a statement, roll a skill (can I like, get behind him and see if I can track where he keeps trying to look?). Just gotta remember to clarify stakes.
 

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I brought up FKR because someone else in the thread referenced it earlier. It's an approach to GM-ing where the players have extremely little agency, the system is designed for the players not to know the rules, there being barely any rules in the first place, and for the GM to have the ultimate say in everything.

I'm curious about the statement "players have extremely little agency". In my opinion the amount of agency is 100% dependent upon a GM, not the game rules. Even in a rule-less game where everything is GM adjudication, if the GM lets players take any actions they want (without any "your character wouldn't know/do that" crap) and those actions actually affect the game world (the GM doesn't force their plot down the players throat, regardless of what the players do) then the players have agency.

But...it feels like you are equating "agency" with "the GM can't interfere with the players actions".

The thing about FKR is that when you play that it is consistent because the system itself, which barely exists mind you, was designed this way from the beginning. This means that not only do people expect it to function this way, but there is no fundamental way of bypassing this approach either. That is: The system is consistent.

D&D is not consistent, because there are two ways of getting things done:

A: You negotiate with the GM and maybe or maybe not you can do what you want to do

B: You cast a spell and the GM cannot typically object unless he decides to arbitrarily shut down your stuff with antimagic field..

In shorts, spells, encompassing concrete units of rules, are actionable. They provide agency by being rules that can be used no matter what.


A good idea.

Bob is playing Rarity the Rogue. Rarity has expertise in diplomacy. Alice is playing a wizard.

Bob: I want to try and smooth talk the guard to let us through.

GM: No can do. It's not going to work. (doesn't let Bob roll)

Ok, I can see why you wouldn't like that sort of GMing. I wouldn't either.

Here's how it would work at my table.

Bob: I want to try and smooth talk the guard to let us through.

GM: Ok, what's that going to look like? What are you going to say?

Bob: I don't understand...I want to make a Diplomacy roll.

GM: Great. So you're not going to try to deceive him or threaten him, but rather convince him it's a good idea to let you through, right?

Bob: Yeah...can I roll?

GM: Wait. I'm all for this approach, but what does your 'smooth talking' look like? Are you flirting with him? Trying to be buddies? Convince him you're not the droid I mean rogue he's looking for?

Bob: Oh, um, well. Well, what kind of guy does he seem to be, and how is he looking at me? Like, is he the hulking brute sort who is suspicious of everybody, or what?

GM: No, actually, he looks kind of young, and maybe even a little nervous.

Bob: Oh! Well, in that case I'm going to smile and say, "Lot of responsibility they've given you, huh?"

After a little bit of this I will use my best judgment, factoring in the efficacy of the approach, the experience of the player, and the impact on the story. Which may simply be automatic success, but I may genuinely not be sure what to do, in which case I might call for a roll, but only if I think failure would actually leave the player(s) in a worse spot. For example, the player might declare an action, and I might say:

"Ok, you can try that, and this will be the deciding factor of whether he lets you in or not. But if you fail he's going to realize what's up and call for help. What do you do?"

Also note that if, for game reasons, I just didn't want to let the players through, and knew that in advance, I would have described the guard MUCH differently, and made it clear that this guy is a stickler for rules.

Now, some people might say "Railroading! There should always be a chance of succeeding! No player agency!" but how is a guard that won't budge any different from putting a wall in a dungeon where the players wish there was a door? (I mean, other than that the guard suggests to players who are used to playing a certain way that this guard must somehow be manipulable...)

Alice: I want to cast charm person on the guard to have him let us through.

GM: Ok that works.

I guess there is one potential situation where this will not be prominent, and that's if the GM is being very generous with skill related rulings to all non-casters.

You seem to admit that you are deliberately ignoring non-combat rules and if you do that then what is left to interact with the world in except either spells or an unreliable GM?


I have seen it complained about in person. I've had a player change class because he felt incompeten ("Never again will I play a rogue"). I know people who refuse to play D&D because of this thing.

Yes it's mainly a high level problem, but it starts appearing at around the point level 3 spells become available and it just gets worse from there.

The vibe I get from your posts is that DMs can't be trusted to run a fun game, and that rules are needed to ensure they aren't jerks. Maybe as part of the long-running debate (in which I never really participated) between "DM Empowerment" and "Player Empowerment". And, yes, if you've commonly seen DMs act in the way you describe then I get why you have this position.

(fixed some typos...probably some remain!)

To this I have the same response that I do about players regarding metagaming: you can't prevent people from being jerks with rules. The only solution is to find non-jerks to play with.
 
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B: You cast a spell and the GM cannot typically object unless he decides to arbitrarily shut down your stuff with antimagic field..

In shorts, spells, encompassing concrete units of rules, are actionable. They provide agency by being rules that can be used no matter what.

Except this is not some universal truth. The player can have a character cast a spell to take some action and point to page 11 in the rules. And the DM can nod and say "yes, as it is written on page 11, all hail the rules."

But this is a choice...a game style. Plenty of DMs, like myself, would just flick the silly rulebook off the table and say "I don't care, this is what happens".

Bob is playing Rarity the Rogue. Rarity has expertise in diplomacy. Alice is playing a wizard.

Bob: I want to try and smooth talk the guard to let us through.

GM: No can do. It's not going to work. (doesn't let Bob roll)

Alice: I want to cast charm person on the guard to have him let us through.

GM: Ok that works.
Again, this is a choice and a style. There are plenty of DMS like this. Mundane is impossible but magic always works.

In a good run game, there will be balance here. Ray the Rogue can talk past a human guard, but not a drow guard. Ally the wizard can charm person the drow guard, but not the centaur guard. And both Ray and Ally can't try to get past a skeletal guard.
 


I have seen it complained about in person. I've had a player change class because he felt incompeten ("Never again will I play a rogue"). I know people who refuse to play D&D because of this thing.

Yes it's mainly a high level problem, but it starts appearing at around the point level 3 spells become available and it just gets worse from there.
On the first D&D character thread, I said that my first character, which was in 3e D&D, happened to be my first and last barbarian that I ever played in D&D. And truthfully, I didn't touch non-magical classes again until 4e D&D made martials awesome and fun! That's because that first D&D game taught younger me that if you wanna be awesome in D&D that you should play some sort of mage.
 

On the first D&D character thread, I said that my first character, which was in 3e D&D, happened to be my first and last barbarian that I ever played in D&D. And truthfully, I didn't touch non-magical classes again until 4e D&D made martials awesome and fun! That's because that first D&D game taught younger me that if you wanna be awesome in D&D that you should play some sort of mage.

Again, I think this is entirely DMing style. And if a DM wants to prevent non-magical classes from doing anything, they can still be jerks. Example:

DM: You approach the gate but there's a surly looking guard there.

Bob: I'm going to sweet-talk my way past the guard using persuasion.

DM: Doesn't work.

Bob: You have to let me roll. It says here on page 32.

DM: Fine, the DC is 40.


Next time...

DM: You approach the gate but there's a surly looking 3-headed dog there....


Bad DMs are bad DMs. More rules are not the answer.
 

And I'll add that players that want to force their version of the story on the DM are as much of a problem as DMs who want to force their version of the story on the players. If both sides are not on the same page the problem is not the fault of the rule book.
 

Again, I think this is entirely DMing style. And if a DM wants to prevent non-magical classes from doing anything, they can still be jerks.
You are welcome to believe that all gaming problems can be conveniently reduced to "jerk DMs" or "jerk players" and subsequently dismissed to irrelevancy, but your post mostly feels like you talking over what I said.

Bad DMs are bad DMs. More rules are not the answer.
And bad explanations are bad explanations with little to no knowledge of the situation that I would prefer not seen applied to my personal experiences for your personal soap box.
 

In a good run game there are limits to everything.

For social things there will be a lot set by races and cultures.

Some games, and many peoples play styles have the supreme rule idea that any character can use a mechanical skill always at all times: all hail the rules. So a human bard can go anywhere worldwide, and anywhere in Time and Space......and no matter what can always just walk up to a guard and use their "deception skill" exactly like it says on page 11.
 

In a good run game there are limits to everything.

For social things there will be a lot set by races and cultures.

Some games, and many peoples play styles have the supreme rule idea that any character can use a mechanical skill always at all times: all hail the rules. So a human bard can go anywhere worldwide, and anywhere in Time and Space......and no matter what can always just walk up to a guard and use their "deception skill" exactly like it says on page 11.
I mean, its one thing to have folks using the rules to their advantage in all situations, but its entirely another to have zero idea if any of the rules will be applicable at any time. 🤷‍♂️
 

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