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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Lanefan" data-source="post: 8013383" data-attributes="member: 29398"><p>Disagree on the second one: player agency infringement can also happen (and often does) when a referee makes what would otherwise be a correct-by-the-rules ruling.</p><p></p><p>For example, there's no rule saying a referee (DM) must allow Evil PCs, thus even though her banning them impacts my agency as a player in what I'm allowed to play and-or how I'm allowed to play it she's still not incorrectly applying any rules.</p><p></p><p>There's a big difference between "Play what you want as long as it fits in with the setting" (genre-appropriate, it exists there, etc.) and "Play what you want as long as it fits in with the story" (see examples e.g. discouraging romance in [USER=16586]@Campbell[/USER] 's proposed Marvel-Universe-style campaign on page 52 this thread). The second is to me far too restrictive, and tells me one or both of two unpleasant things is in play: either a) the story is seen as more important than the characters (railroad warning), or b) players are discouraged from thinking as individuals (groupthink warning).</p><p></p><p>Either way: hoist the red flags regarding player agency.</p><p></p><p>A ruling of auto-failure doesn't take away player agency. </p><p></p><p>Banning the action from being declared in the first place (as some here have suggested) hammers player agency, however. It's a key - though small - difference.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8013383, member: 29398"] Disagree on the second one: player agency infringement can also happen (and often does) when a referee makes what would otherwise be a correct-by-the-rules ruling. For example, there's no rule saying a referee (DM) must allow Evil PCs, thus even though her banning them impacts my agency as a player in what I'm allowed to play and-or how I'm allowed to play it she's still not incorrectly applying any rules. There's a big difference between "Play what you want as long as it fits in with the setting" (genre-appropriate, it exists there, etc.) and "Play what you want as long as it fits in with the story" (see examples e.g. discouraging romance in [USER=16586]@Campbell[/USER] 's proposed Marvel-Universe-style campaign on page 52 this thread). The second is to me far too restrictive, and tells me one or both of two unpleasant things is in play: either a) the story is seen as more important than the characters (railroad warning), or b) players are discouraged from thinking as individuals (groupthink warning). Either way: hoist the red flags regarding player agency. A ruling of auto-failure doesn't take away player agency. Banning the action from being declared in the first place (as some here have suggested) hammers player agency, however. It's a key - though small - difference. [/QUOTE]
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