hawkeyefan
Legend
But this immediately shows some of the agency issues it raises. I am not saying there is anything wrong with this approach, or that it is going to interrupt everyone's sense of agency. But both these cases could definitely be perceived by players in a sandbox as thwarting their agency.
I can see how it may not be to their preference, but I don't really see how it affects their agency. Like, if they have some meta clue... a failed roll with no result that seems like they didn't notice something... they don't have to act on it. If they
The first one is the GM effectively telling the player what they think.
How so? I'm not following you here.
And the second one messes with it from two different places. On the one hand they know there is a secret door there but they can't act on that information. On the other hand, why can't they remain and keep trying?
Who cares if they know? They can't do anything about it. I tend to look at the roll that was made as indicative of all their efforts.
If they can just stick around and roll again and again, then I don't really see the point in making them roll in the first place.
I get this won't be an issue for lots of people. My point is just that, as with the mystery, more information isn't necessarily more agency, and in some cases, for some people, it is going to run counter to their sense of agency
Again, I can see how it may be counter to preference, but I don't agree it's counter to agency.