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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="prabe" data-source="post: 8133415" data-attributes="member: 7016699"><p>If I as the GM frame a scenario, and the players don't have their PCs interfere with it, I feel as though I should know beforehand what happens then. Maybe they're doing something in the same place and time, in which case it can happen around them; maybe they're going somewhere else, in which case it might have happened by the time they get back.</p><p></p><p></p><p>What is evident in the play notes that I have--copy-pasta from the notes my wife takes at the table and types up and shares later--is what happened. She doesn't usually write up the mechanics of play, and I don't usually care to edit them in.</p><p></p><p>To the extent that we seem to me to talk past each other--and to be clear, I'm pretty sure it's not intentional on either of our parts--it seem/feels that you don't believe that I can read, e.g., Apocalypse World, and feel as though I as a player would have less agency than I would in a well-run (yes, that does a lot of work) game of 5E. I'm willing to believe that the experience of play is different than it looks from the book (and please don't ask me to read it again), but the game seems to want a very specific type of story which I don't like to emerge from play.</p><p></p><p></p><p>In a D&D game, it is possible that killing an enemy will lead other enemies to act differently. I believe the GM is free to have them do so. Generalize that, and I believe the GM is free to decide how the world reacts to the PCs' successes. I don't believe that any kind or amount of prep can prevent unintentional railroading; I think avoiding it requires some care, and can be done by a GM who preps tons, and by a GM who preps next to nothing, and by GMs who fall between those two poles.</p></blockquote><p></p>
[QUOTE="prabe, post: 8133415, member: 7016699"] If I as the GM frame a scenario, and the players don't have their PCs interfere with it, I feel as though I should know beforehand what happens then. Maybe they're doing something in the same place and time, in which case it can happen around them; maybe they're going somewhere else, in which case it might have happened by the time they get back. What is evident in the play notes that I have--copy-pasta from the notes my wife takes at the table and types up and shares later--is what happened. She doesn't usually write up the mechanics of play, and I don't usually care to edit them in. To the extent that we seem to me to talk past each other--and to be clear, I'm pretty sure it's not intentional on either of our parts--it seem/feels that you don't believe that I can read, e.g., Apocalypse World, and feel as though I as a player would have less agency than I would in a well-run (yes, that does a lot of work) game of 5E. I'm willing to believe that the experience of play is different than it looks from the book (and please don't ask me to read it again), but the game seems to want a very specific type of story which I don't like to emerge from play. In a D&D game, it is possible that killing an enemy will lead other enemies to act differently. I believe the GM is free to have them do so. Generalize that, and I believe the GM is free to decide how the world reacts to the PCs' successes. I don't believe that any kind or amount of prep can prevent unintentional railroading; I think avoiding it requires some care, and can be done by a GM who preps tons, and by a GM who preps next to nothing, and by GMs who fall between those two poles. [/QUOTE]
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