Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Failing Forward
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6808075" data-attributes="member: 42582"><p>The choice <em>mattering</em> is not synonymous with <em>player agency</em>, though, which was the notion I was engaging with.</p><p></p><p>Simple example: suppose the GM has decided that, in land X of the campaign world, holding out one's hand out to another upon meeting them is a grave insult. And suppose that the players (i) do not know, and (ii) inadvertently teleport the PCs to land X (say via teleport mishap, or a Well of Many Worlds, or whatever). The GM tells the players that the PCs appear not far from some NPCs. One of the players then says of his PC, "I walk up to the NPCs, arm extended as if to shake their hands in greeting".</p><p></p><p>Now the player's choice here matters to the outcome - the GM describes the NPCs as grossly offended and commencing to attack the ill-mannered outlanders - but it was not any sort of exercise of <em>agency</em> by the player (was it?). The relationship between the action declaration and the outcome is mere dumb luck. Like the players choosing to have the PCs go east (and therefore encounter trolls and hydras in the swamp) rather than north (where they will meet the necromancer). If the players don't know these geographical facts, then it's just dumb luck.</p><p></p><p>In a Gygaxian dungeon, there are a range of resources available to the players to eliminate dumb luck in this sense - divination magic in particular. But once you get to campaign worlds on the scale of some of those you mention (eg FR), then divination magic ceases to be very relevant. It's just luck.</p><p></p><p>Also: why do you say that in my game direction doesn't matter? If the players (in character) want to find the pyramid the orcs were heading towards, they have to head further east into the Bright Desert. If they want to recuperate in the ruined tower (which they did) then they have to head north to the foothills of the Abor-Alz.</p><p></p><p>But these choices were not made blind. The players chose to prioritise recupration over exploration, and therefore headed north.</p><p></p><p>In contrast: when the PCs were drifting through the ocean, hoping to be rescued, we didn't worry about which direction they were drifting in, as there was nothing that turned on them trying to drift one way rather than another.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6808075, member: 42582"] The choice [I]mattering[/I] is not synonymous with [I]player agency[/I], though, which was the notion I was engaging with. Simple example: suppose the GM has decided that, in land X of the campaign world, holding out one's hand out to another upon meeting them is a grave insult. And suppose that the players (i) do not know, and (ii) inadvertently teleport the PCs to land X (say via teleport mishap, or a Well of Many Worlds, or whatever). The GM tells the players that the PCs appear not far from some NPCs. One of the players then says of his PC, "I walk up to the NPCs, arm extended as if to shake their hands in greeting". Now the player's choice here matters to the outcome - the GM describes the NPCs as grossly offended and commencing to attack the ill-mannered outlanders - but it was not any sort of exercise of [I]agency[/I] by the player (was it?). The relationship between the action declaration and the outcome is mere dumb luck. Like the players choosing to have the PCs go east (and therefore encounter trolls and hydras in the swamp) rather than north (where they will meet the necromancer). If the players don't know these geographical facts, then it's just dumb luck. In a Gygaxian dungeon, there are a range of resources available to the players to eliminate dumb luck in this sense - divination magic in particular. But once you get to campaign worlds on the scale of some of those you mention (eg FR), then divination magic ceases to be very relevant. It's just luck. Also: why do you say that in my game direction doesn't matter? If the players (in character) want to find the pyramid the orcs were heading towards, they have to head further east into the Bright Desert. If they want to recuperate in the ruined tower (which they did) then they have to head north to the foothills of the Abor-Alz. But these choices were not made blind. The players chose to prioritise recupration over exploration, and therefore headed north. In contrast: when the PCs were drifting through the ocean, hoping to be rescued, we didn't worry about which direction they were drifting in, as there was nothing that turned on them trying to drift one way rather than another. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Failing Forward
Top