hawkeyefan
Legend
But my long-term experience is that very few (if any!) players can or will completely ignore meta-information that their characters don't know when deciding the next actions of said characters.
When rolling for an in-game unknown (e.g. finding a secret door, or gathering info) a player-side roll gives them meta-information their characters wouldn't have. Did we fail to find a secret door because we simply missed it or because there isn't one there to find should always be an in-character question on a failed search.
Who cares if they act on the meta-information? It's just information that's available to them. Let it be a hunch that the character has.
Also, if they fail a roll to find a secret door, who cares if they know it... they failed. They're not finding the secret door. Assuming you don't allow skill dog-piling.
I sure don't ignore it. Metagame is too important to the play experience.
Yeah, I find it fills in gaps of information that I fail to provide, and is almost always easily rationalized in some fictional way if necessary.
I mean, you don't get to dictate the type of agency I am talking about. Those of us on the sandbox side of things are talking about player agency through their character declarations and actions, not player agency over the game outside of their character.
That's one way, yes. It's not the type of agency I am talking about or that others advocating for sandbox play are talking about.
It's my stance that there's only one form of player agency.
The artificial division is about an accepted limit to player agency which people don't want to admit is a limit, even though they're pointing out that what they want and expect from play relies on that limit.
It's silly.
Character agency as in agency through character actions, which is fairly obvious from all the context we have been using regarding agency. It's just easier to differentiate between the two types of player agency if we use different terms.
Well, your post said that your google search turned up two types of agency, character and player agency. If character agency is that which is limited to a player being able to declare actions for his character... then player agency would seem to be what I'm talking about, no? How the player can influence the direction and outcome of play, aside from character agency.
I didn't think that's what you'd be advocating for, since every game I know that supports what you're calling player agency also supports character agency... and would therefore support more agency than a game that only allows character agency.
No, it doesn't go against it at all. For the living world to function, game time has to pass. What I am talking about, also clear through the context, is that reactive players won't do anything. So in real time the DM and players just sit there looking at one another. NOTHING IS HAPPENING. Since almost no gametime has elapsed, there's nothing for the living world to do.
Oh I'm sorry, I figure that rather than staring at each other like idiots, the GM would put the living world to use to do one of the things it's great at... have the world go on even when the PCs don't do anything. So that threat they ignored? Now it shows up. The gnoll pack they did nothing about has now hired some giants, and they attack the town. What do the players do then?
If nothing is happening, it's not just the players who've failed.
For something to happen, the DM needs to become proactive instead of reactive like he would be in sandbox play, so sandbox goes away. The world is still living. Things will still happen outside of the players, but the players will not be driving play in the same way as proactive sandbox players would.
In that moment, sure, but that's okay because they've essentially skipped their turn, and now the world is taking a turn. Hopefully, this conditions them to be more proactive, or at least active rather than just sitting there like lumps.