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General Tabletop Discussion
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Do Random Tables Reduce Player Agency?
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<blockquote data-quote="Bacon Bits" data-source="post: 9122306" data-attributes="member: 6777737"><p>I don't see that as necessarily affecting player agency at all. </p><p></p><p>Yes, the players don't really know how dangerous the two options are, and they may be forced to make a decision "in the dark." However, if that's what <em>the characters</em> know, then that's <em>the characters</em> making a decision in the dark.</p><p></p><p>The question is: Who decided the PCs need to take either one road or the other? Are they travelling this way because that's where they want to go, or is it the only option at all? Can they find another path entirely? Can they go ask around and see what kinds of dangers lurk down each path if they want to?</p><p></p><p>"You can take the fast road, or the slow road, but you have to take one of these two paths. Magic doesn't work here and I won't accept any other alternative. There are no other routes even overland. No ships will take you any closer. Travel spells and teleportation magic don't work, either." In that case, the players are losing agency. But that's just railroading. The danger of the two paths could be identical and there's no agency there.</p><p></p><p>Uncertainty alone, however, is not enough to invalidate agency. You don't know what's behind a door before you open it. It could be a treasure hoard, or it could be dragon. Player agency is having the choice to open the door or not. Player agency is not choosing what lies behind it. That doesn't change just because there are two doors instead of one, even if one says "DAINGUR: BIG MONSTUR" on it.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9122306, member: 6777737"] I don't see that as necessarily affecting player agency at all. Yes, the players don't really know how dangerous the two options are, and they may be forced to make a decision "in the dark." However, if that's what [I]the characters[/I] know, then that's [I]the characters[/I] making a decision in the dark. The question is: Who decided the PCs need to take either one road or the other? Are they travelling this way because that's where they want to go, or is it the only option at all? Can they find another path entirely? Can they go ask around and see what kinds of dangers lurk down each path if they want to? "You can take the fast road, or the slow road, but you have to take one of these two paths. Magic doesn't work here and I won't accept any other alternative. There are no other routes even overland. No ships will take you any closer. Travel spells and teleportation magic don't work, either." In that case, the players are losing agency. But that's just railroading. The danger of the two paths could be identical and there's no agency there. Uncertainty alone, however, is not enough to invalidate agency. You don't know what's behind a door before you open it. It could be a treasure hoard, or it could be dragon. Player agency is having the choice to open the door or not. Player agency is not choosing what lies behind it. That doesn't change just because there are two doors instead of one, even if one says "DAINGUR: BIG MONSTUR" on it. [/QUOTE]
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