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General Tabletop Discussion
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Do Random Tables Reduce Player Agency?
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<blockquote data-quote="Fanaelialae" data-source="post: 9123890" data-attributes="member: 53980"><p>Haven't read most of the thread, so maybe this was already covered.</p><p></p><p>Let's say the slow road takes 2 days with 3 encounter rolls each day. The fast road takes 1 day with 6 encounter rolls. Either way, 6 encounter rolls total.</p><p></p><p>That's still a meaningful choice. The players can take the slower road for a safer journey (max 3 encounters per day) or the fast road for a more dangerous one (max 6 encounters per day). </p><p></p><p>Admittedly, unless there are time pressures or other factors involved, it isn't a very interesting choice (the slow road is clearly the optimal choice). If (for example) the PCs need to stop the cultist ritual that happens in 3 days, then it becomes an interesting choice. The fast road gives them more time to stop the cultists, but they might be down some resources. If they're lucky or careful, they might not be down any resources).</p><p></p><p>I don't think that random tables inherently rob players of agency. They are arguably a form of illusionism, but a generally useful and accepted form thereof. The choice as presented in the OP isn't a particularly interesting one (absent the presence of other factors) because it's basically just a binary decision with one right answer, but that doesn't reduce the players' agency IMO. They're perfectly free to pick the wrong answer if they want to, for whatever reason, and they have the information to make that decision (fast but dangerous vs slow but safer).</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 9123890, member: 53980"] Haven't read most of the thread, so maybe this was already covered. Let's say the slow road takes 2 days with 3 encounter rolls each day. The fast road takes 1 day with 6 encounter rolls. Either way, 6 encounter rolls total. That's still a meaningful choice. The players can take the slower road for a safer journey (max 3 encounters per day) or the fast road for a more dangerous one (max 6 encounters per day). Admittedly, unless there are time pressures or other factors involved, it isn't a very interesting choice (the slow road is clearly the optimal choice). If (for example) the PCs need to stop the cultist ritual that happens in 3 days, then it becomes an interesting choice. The fast road gives them more time to stop the cultists, but they might be down some resources. If they're lucky or careful, they might not be down any resources). I don't think that random tables inherently rob players of agency. They are arguably a form of illusionism, but a generally useful and accepted form thereof. The choice as presented in the OP isn't a particularly interesting one (absent the presence of other factors) because it's basically just a binary decision with one right answer, but that doesn't reduce the players' agency IMO. They're perfectly free to pick the wrong answer if they want to, for whatever reason, and they have the information to make that decision (fast but dangerous vs slow but safer). [/QUOTE]
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