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2 year campaign down the drain?
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7977076" data-attributes="member: 15882"><p>That's a very different style than FATE even. I've never played it but it looks cool. Just because there's a game that gives most of the control to the players and codifies it in the rules, doesn't mean that 5e can't involve out of character conversations regarding how things can play out. The two things aren't mutually exclusive. 5e doesn't codify out of character conversations regarding the direction of the plot, nor does it include rules to do so but it doesn't prohibit them. That's a choice the DM makes when they run a game. They choose whether or not to include the players in the decision making. It depends on your DM style how much control you want your players to have.</p><p></p><p></p><p></p><p></p><p>Actually, there are mechanics that do exactly that. In fact, there's usually Campaign aspects that can be invoked and compelled and PCs can invoke or be compelled by any aspect on the scene. Players have agency because they can introduce new aspects as well. On the other hand, some aspects are only discoverable through play because the GM has put them on the scene but have not yet been discovered by the players. The OPs adventure was one where they weren't supposed to have weapons so a scene aspect of, "NO VIOLENCE ZONE" (or whatever, pardon my inability to be creative) would be reasonable and could have been compelled. But I digress.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7977076, member: 15882"] That's a very different style than FATE even. I've never played it but it looks cool. Just because there's a game that gives most of the control to the players and codifies it in the rules, doesn't mean that 5e can't involve out of character conversations regarding how things can play out. The two things aren't mutually exclusive. 5e doesn't codify out of character conversations regarding the direction of the plot, nor does it include rules to do so but it doesn't prohibit them. That's a choice the DM makes when they run a game. They choose whether or not to include the players in the decision making. It depends on your DM style how much control you want your players to have. Actually, there are mechanics that do exactly that. In fact, there's usually Campaign aspects that can be invoked and compelled and PCs can invoke or be compelled by any aspect on the scene. Players have agency because they can introduce new aspects as well. On the other hand, some aspects are only discoverable through play because the GM has put them on the scene but have not yet been discovered by the players. The OPs adventure was one where they weren't supposed to have weapons so a scene aspect of, "NO VIOLENCE ZONE" (or whatever, pardon my inability to be creative) would be reasonable and could have been compelled. But I digress. [/QUOTE]
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