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General Tabletop Discussion
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Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Muh" data-source="post: 9546481" data-attributes="member: 7042567"><p>I brought up FKR because someone else in the thread referenced it earlier. It's an approach to GM-ing where the players have extremely little agency, the system is designed for the players not to know the rules, there being barely any rules in the first place, and for the GM to have the ultimate say in <em>everything</em>.</p><p></p><p>The thing about FKR is that when you play that it is consistent because the system itself, which barely exists mind you, was designed this way from the beginning. This means that not only do people expect it to function this way, but there is no fundamental way of bypassing this approach either. That is: The system is consistent.</p><p></p><p>D&D is not consistent, because there are two ways of getting things done:</p><p></p><p>A: You negotiate with the GM and maybe or maybe not you can do what you want to do</p><p></p><p>B: You cast a spell and the GM cannot typically object unless he decides to arbitrarily shut down your stuff with antimagic field..</p><p></p><p><strong>In shorts, spells, encompassing concrete units of rules, are actionable. They provide agency by being rules that can be used no matter what.</strong></p><p></p><p></p><p>A good idea.</p><p></p><p>Bob is playing Rarity the Rogue. Rarity has expertise in diplomacy. Alice is playing a wizard.</p><p></p><p>Bob: I want to try and smooth talk the guard to let us through.</p><p></p><p>GM: No can do. It's not going to work. (doesn't let Bob roll)</p><p></p><p>Alice: I want to cast charm person on the guard to have him let us through.</p><p></p><p>GM: Ok that works.</p><p></p><p>I guess there is one potential situation where this will not be prominent, and that's if the GM is being very generous with skill related rulings to all non-casters.</p><p></p><p>You seem to admit that you are deliberately ignoring non-combat rules and if you do that then what is left to interact with the world in except either spells or an unreliable GM?</p><p></p><p></p><p>I have seen it complained about in person. I've had a player change class because he felt incompeten ("Never again will I play a rogue"). I know people who refuse to play D&D because of this thing.</p><p></p><p>Yes it's mainly a high level problem, but it starts appearing at around the point level 3 spells become available and it just gets worse from there.</p></blockquote><p></p>
[QUOTE="Muh, post: 9546481, member: 7042567"] I brought up FKR because someone else in the thread referenced it earlier. It's an approach to GM-ing where the players have extremely little agency, the system is designed for the players not to know the rules, there being barely any rules in the first place, and for the GM to have the ultimate say in [I]everything[/I]. The thing about FKR is that when you play that it is consistent because the system itself, which barely exists mind you, was designed this way from the beginning. This means that not only do people expect it to function this way, but there is no fundamental way of bypassing this approach either. That is: The system is consistent. D&D is not consistent, because there are two ways of getting things done: A: You negotiate with the GM and maybe or maybe not you can do what you want to do B: You cast a spell and the GM cannot typically object unless he decides to arbitrarily shut down your stuff with antimagic field.. [B]In shorts, spells, encompassing concrete units of rules, are actionable. They provide agency by being rules that can be used no matter what.[/B] A good idea. Bob is playing Rarity the Rogue. Rarity has expertise in diplomacy. Alice is playing a wizard. Bob: I want to try and smooth talk the guard to let us through. GM: No can do. It's not going to work. (doesn't let Bob roll) Alice: I want to cast charm person on the guard to have him let us through. GM: Ok that works. I guess there is one potential situation where this will not be prominent, and that's if the GM is being very generous with skill related rulings to all non-casters. You seem to admit that you are deliberately ignoring non-combat rules and if you do that then what is left to interact with the world in except either spells or an unreliable GM? I have seen it complained about in person. I've had a player change class because he felt incompeten ("Never again will I play a rogue"). I know people who refuse to play D&D because of this thing. Yes it's mainly a high level problem, but it starts appearing at around the point level 3 spells become available and it just gets worse from there. [/QUOTE]
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