Bedrockgames
I post in the voice of Christopher Walken
Yes, that is Kevin Crawford's advice across the *Without Number series of games.
And I would say it is probably even the norm of most sandboxes GMs at this point
Yes, that is Kevin Crawford's advice across the *Without Number series of games.
It's still the GMs world, because it's still a classic-style game. Whether or not making choices within that world is enough agency for you is obviously subjective.To me, @Hussar seems perfectly aware of that difference, and is not confusing it. He seems to be pointing out that choosing from stuff that the GM presents to the players is still about the GM's idea of how things in the setting, and hence the game, hang together.
I don't see @Hussar having asserted that anyone is being railroaded on a single adventure.
What he is saying, as I read it - and in response to another poster's example of the Spelljammer - is that if the players want to pursue the goal of obtaining a Spelljammer, then they have to go through the steps authored into the setting by the GM. That is, first they have to find someone (eg the sage) who can tell them where a Spelljammer might be found; then they have to find out how to get to that place; then they have to go there; etc. The players have to proceed through a series of steps, or events, that the GM has authored.
The fact that the players might change their focus to some other item on the GM's menu (to continue @Hussar's metaphor) doesn't change the fact that it is the GM's menu.
Please describe what would be an acceptable amount of agency for you.And if that is not enough agency for a player's taste? If they want more than a selection, but want to set their own agenda? Are they being unreasonable to either provide that feedback or move on to a game with more agency? Are players allowed to want more say?
what is the alternative, the players just saying ‘I heard there is an abandoned Spelljammer just beyond that hill there, let’s go there and take it’?What he is saying, as I read it - and in response to another poster's example of the Spelljammer - is that if the players want to pursue the goal of obtaining a Spelljammer, then they have to go through the steps authored into the setting by the GM. That is, first they have to find someone (eg the sage) who can tell them where a Spelljammer might be found; then they have to find out how to get to that place; then they have to go there; etc. The players have to proceed through a series of steps, or events, that the GM has authored.
Objective from the perspective of the PCs. Like all games with a GM where the rules don't enforce strong restraints, trust is a major factor.Except when you write "objective setting," you actually mean subjective decisions by the GM.
It is certainly my preferred method.And I would say it is probably even the norm of most sandboxes GMs at this point
Please describe what would be an acceptable amount of agency for you.
I said earlier that other games can do it, but it's also possible to use those games' techniques in D&D.No, they are not. The players have declared they want to go to a Spelljammer ship. The DM provides every step along the path that leads them from where they are to where they want to go. They go to this sage because the DM tells them that they need someone to help them find a portal to the Nexus. They travel to the Nexus because that's where the DM tells them they have to go. Once in Nexus, they talk to the NPC's that the DM tells them that they need to talk to in order to find a Spelljammer. And, once they have followed the completely linear path from A to B to C to D, they arrive at the Spelljammer ship.
Other than the initial hook of "We want a Spelljammer ship" the players have zero input into how the adventure plays out. It's entirely linear. That the players get to choose from the DM's menu doesn't make any real difference - it's still just reacting to whatever the DM has put into play.
And thus, the thin veneer. The players say, based on the information you have given them, we choose A from the menu. You then cook A. After that, they choose B from the menu, and you cook B. So on and so forth. There's no real sandbox here since the only difference is the number of choices on the menu. At no point is there not a menu. The fact that you "plan for the next session" pretty much means that any choice the players had was only in reaction to whatever roads you choose to lay down.