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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="hawkeyefan" data-source="post: 9701575" data-attributes="member: 6785785"><p>I think that when it comes to player loss of control of character… whether as a result of some kind of supernatural effect like magic or dragon fear or mind control, or via more mundane means like persuasion or strong emotion or whatever… is something that each game handles in its own way. </p><p></p><p>I agree with folks who are saying they’d be put off by having non-magical compulsion of any kind in D&D. Not because it can’t be done, but because by default it’s not a part of D&D (with perhaps a few minor exceptions). I think if a GM wanted to incorporate this into D&D, they need to communicate this to the players and set expectations. </p><p></p><p>Having said that, I don’t think that it’s impossible to do this in D&D if one wanted to. Plenty of other games have elements of this in one form or another. It’s more a question of how to implement it. </p><p></p><p>If a game does include such mechanics, I think it’s too simplistic to describe it as a loss of player agency. That criticism is too simplistic. It depends on context. If it’s a part of the game, and loss of control is some form of consequence or drawback, it’s an understood risk. Positioning it as a loss of agency just paints the entire practice as negative… and that’s not really the case.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9701575, member: 6785785"] I think that when it comes to player loss of control of character… whether as a result of some kind of supernatural effect like magic or dragon fear or mind control, or via more mundane means like persuasion or strong emotion or whatever… is something that each game handles in its own way. I agree with folks who are saying they’d be put off by having non-magical compulsion of any kind in D&D. Not because it can’t be done, but because by default it’s not a part of D&D (with perhaps a few minor exceptions). I think if a GM wanted to incorporate this into D&D, they need to communicate this to the players and set expectations. Having said that, I don’t think that it’s impossible to do this in D&D if one wanted to. Plenty of other games have elements of this in one form or another. It’s more a question of how to implement it. If a game does include such mechanics, I think it’s too simplistic to describe it as a loss of player agency. That criticism is too simplistic. It depends on context. If it’s a part of the game, and loss of control is some form of consequence or drawback, it’s an understood risk. Positioning it as a loss of agency just paints the entire practice as negative… and that’s not really the case. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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