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Rolling Without a Chance of Failure (I love it)
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<blockquote data-quote="iserith" data-source="post: 8442454" data-attributes="member: 97077"><p>It reduces conflict by not setting up situations where the DM and the player are imagining different things the character is doing. You can see this a lot in games. I saw it just the other day on a stream where the DM basically assumed the character did a thing and the player stepped up and said the character wouldn't do that. Now this problem isn't all on the DM. The player needed to do a better job of being explicit with action declarations. If he had done that, the DM couldn't have filled that void with a bad assumption.</p><p></p><p>It increases agency because the player has more control when actions are reasonably specific, leaving little or no room for someone else to come in and reduce agency by describing what their character does for them.</p><p></p><p>I ask players to be succinct in the truest sense of the word - brief but clear - because my game moves fast. Say enough that I don't have to ask you a bunch of questions to clarify what you're doing so I don't step on your agency. But don't say so much that you're slowing down the game. That's a pretty good rule of thumb in my experience and it makes for much more engaged players. No wall flowers at my table, that's for sure.</p></blockquote><p></p>
[QUOTE="iserith, post: 8442454, member: 97077"] It reduces conflict by not setting up situations where the DM and the player are imagining different things the character is doing. You can see this a lot in games. I saw it just the other day on a stream where the DM basically assumed the character did a thing and the player stepped up and said the character wouldn't do that. Now this problem isn't all on the DM. The player needed to do a better job of being explicit with action declarations. If he had done that, the DM couldn't have filled that void with a bad assumption. It increases agency because the player has more control when actions are reasonably specific, leaving little or no room for someone else to come in and reduce agency by describing what their character does for them. I ask players to be succinct in the truest sense of the word - brief but clear - because my game moves fast. Say enough that I don't have to ask you a bunch of questions to clarify what you're doing so I don't step on your agency. But don't say so much that you're slowing down the game. That's a pretty good rule of thumb in my experience and it makes for much more engaged players. No wall flowers at my table, that's for sure. [/QUOTE]
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