Kichwas
Half-breed
Modules are always going to have some loss of free will...
Running without modules will often have such as well.
Consider a game going for months, deep into a very complex plot that the player have chosen and taken an active role in. You show up for session 37, and the PCs suddenly decide to walk away.
If you have a whole pack of NPCs and events that are planned to go off, and they still happen after the PCs walk away, or some of those NPCs come after the PCs... have you taken away the free will of the players to control where the game goes?
You can make arguments for either yes or no to that...
Does free will on the PCs part include a no consequence clause, or does it include a stronger consequence clause than a driven game might?
A lot of time having your events happen, or your NPCs take actions to seemingly stop the PCs from walking away will seem to be you as the DM trying to take away their free will... But it may just be you having the events and NPCs follow a logical course of action.
On the other hand... say you have an idea for a game, and the players follow it along hook, line and sinker, developing it in the direction you desired even more so than you expected, and never doing anything to deviate from or walk away from it. Suppose they are doing this because they think they have to in order to 'resolve the adventure'?
Does them thinking they have no free will mean they have no free will? Even if you were fully able and willing to let them walk away?
I find myself in both of these scenerios quite often, but more so in the second.
Finally, if you had a solid idea ready to go, and they walk from it, and you have no idea what to do next, are you taking their free will away if you see and use logical elements to put your idea back on the table? If they walk and you just let them go and respond, is this itself some kind of flaw if in so doing you ignore logical consequences that should have come about?
Running without modules will often have such as well.
Consider a game going for months, deep into a very complex plot that the player have chosen and taken an active role in. You show up for session 37, and the PCs suddenly decide to walk away.
If you have a whole pack of NPCs and events that are planned to go off, and they still happen after the PCs walk away, or some of those NPCs come after the PCs... have you taken away the free will of the players to control where the game goes?
You can make arguments for either yes or no to that...
Does free will on the PCs part include a no consequence clause, or does it include a stronger consequence clause than a driven game might?
A lot of time having your events happen, or your NPCs take actions to seemingly stop the PCs from walking away will seem to be you as the DM trying to take away their free will... But it may just be you having the events and NPCs follow a logical course of action.
On the other hand... say you have an idea for a game, and the players follow it along hook, line and sinker, developing it in the direction you desired even more so than you expected, and never doing anything to deviate from or walk away from it. Suppose they are doing this because they think they have to in order to 'resolve the adventure'?
Does them thinking they have no free will mean they have no free will? Even if you were fully able and willing to let them walk away?
I find myself in both of these scenerios quite often, but more so in the second.
Finally, if you had a solid idea ready to go, and they walk from it, and you have no idea what to do next, are you taking their free will away if you see and use logical elements to put your idea back on the table? If they walk and you just let them go and respond, is this itself some kind of flaw if in so doing you ignore logical consequences that should have come about?