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*TTRPGs General
Dealing with agency and retcon (in semi sandbox)
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<blockquote data-quote="ZebraDruid" data-source="post: 9065156" data-attributes="member: 7041885"><p>It sounds like semantics. When a PC chooses to unlock a chest, they have the capacity to establish what is at stake. Their health if it's trapped, their reputation if they're stealing, their potential reward if it has treasure inside.</p><p></p><p>It also seems like you said both things? If not, then who but the DM declares the consequences of your actions? Another player? I'm not sure of the DM's purpose if that is the case.</p><p></p><p></p><p>I'm <strong>confused</strong>, who else would establish what flows from a successful or unsuccessful action, besides the DM? If the player determined what followed their successful or unsuccessful action. Then a scenario like this could exist.</p><p></p><p>Player is grabbed by zombie.</p><p>Player attempts to wriggle free from zombie.</p><p>Player rolls athletic check to see.</p><p>Player fails roll.</p><p>Player decides zombie released them from their grip anyway</p><p>Player is disappointed of not being able to escape on their own, but they never give up!</p><p>Audience cheers.</p><p></p><p>Player opens chest</p><p>Player says the chest has 1000 gold pieces in it.</p><p></p><p></p><p>That is tough, but I think my point above actually stands to this very well.</p><p></p><p>"Real <strong>violation</strong> of <strong>agency</strong> is based on the <strong>relative</strong> degree of <strong>consequences/rewards</strong> caused by their actions/inactions, and further <strong>relative</strong> to a reasonable level of <strong>knowledge</strong> of consequence <strong>obtainable</strong> by the player prior."</p><p></p><p>In this scenario there is too much risk, for such a small amount of action. It isn't relative at all, which is why no one dice roll, or single action resulted in the party being caught, but several actions in a row.</p><p></p><p></p><p></p><p>I'm not sure this applies. Especially when a party member in the party would <strong>support side A,</strong> and <strong>another</strong> party member would <strong>support side B</strong>.</p><p></p><p>The<strong> cleric wanted</strong> the <strong>ritual</strong> to happen. The <strong>paladin did not</strong>. I wanted to respect both of their agency by providing a situation where either of them could triumph, and both of them have something at stake. In this instance the cleric (evil) won. </p><p></p><p>The paladin didn't even attempt an action to be in the fight however.</p><p></p><p>And the more serious consequences arouse 'directly' from the <strong>paladins action</strong> of <strong>snitching.</strong></p><p></p><p></p><p>Remember, the paladin also had a chance to attack them when they came out of the crypt, and another chance to stop them before they went to the house.</p><p></p><p>Using your example, side A won the fight, but the leader of side B fled from the battle. Side A started shouting about glory to the supreme dictator, and started to chase after the leader of side B.</p><p></p><p>The players ignored the chasing warriors who went off to kill side B leader.</p><p></p><p>Later on side A dictator passes a law saying no more adventurers in his land.</p><p>A player goes and tells the dictator he and his friends are in fact adventurers, and where to find them.</p><p></p><p>I'd really like to know what is <strong>high agency</strong> play when regarding searching for traps and picking locks.</p></blockquote><p></p>
[QUOTE="ZebraDruid, post: 9065156, member: 7041885"] It sounds like semantics. When a PC chooses to unlock a chest, they have the capacity to establish what is at stake. Their health if it's trapped, their reputation if they're stealing, their potential reward if it has treasure inside. It also seems like you said both things? If not, then who but the DM declares the consequences of your actions? Another player? I'm not sure of the DM's purpose if that is the case. I'm [B]confused[/B], who else would establish what flows from a successful or unsuccessful action, besides the DM? If the player determined what followed their successful or unsuccessful action. Then a scenario like this could exist. Player is grabbed by zombie. Player attempts to wriggle free from zombie. Player rolls athletic check to see. Player fails roll. Player decides zombie released them from their grip anyway Player is disappointed of not being able to escape on their own, but they never give up! Audience cheers. Player opens chest Player says the chest has 1000 gold pieces in it. That is tough, but I think my point above actually stands to this very well. "Real [B]violation[/B] of [B]agency[/B] is based on the [B]relative[/B] degree of [B]consequences/rewards[/B] caused by their actions/inactions, and further [B]relative[/B] to a reasonable level of [B]knowledge[/B] of consequence [B]obtainable[/B] by the player prior." In this scenario there is too much risk, for such a small amount of action. It isn't relative at all, which is why no one dice roll, or single action resulted in the party being caught, but several actions in a row. I'm not sure this applies. Especially when a party member in the party would [B]support side A,[/B] and [B]another[/B] party member would [B]support side B[/B]. The[B] cleric wanted[/B] the [B]ritual[/B] to happen. The [B]paladin did not[/B]. I wanted to respect both of their agency by providing a situation where either of them could triumph, and both of them have something at stake. In this instance the cleric (evil) won. The paladin didn't even attempt an action to be in the fight however. And the more serious consequences arouse 'directly' from the [B]paladins action[/B] of [B]snitching.[/B] Remember, the paladin also had a chance to attack them when they came out of the crypt, and another chance to stop them before they went to the house. Using your example, side A won the fight, but the leader of side B fled from the battle. Side A started shouting about glory to the supreme dictator, and started to chase after the leader of side B. The players ignored the chasing warriors who went off to kill side B leader. Later on side A dictator passes a law saying no more adventurers in his land. A player goes and tells the dictator he and his friends are in fact adventurers, and where to find them. I'd really like to know what is [B]high agency[/B] play when regarding searching for traps and picking locks. [/QUOTE]
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