Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 6589531" data-attributes="member: 82106"><p>From my perspective this has nothing to do with player agency. It has to do with the DM allowing the 'fickle finger of fate' (yes, Laugh In was current in the early 70's!) to intervene. Imagine in an early Greyhawk campaign how things roll. There's a room with a poison trap in it. Remember, there ARE no thieves, all the players can do is RP their characters examining the room, possibly finding the trap, attempting to discern its function (purely by RP and this is purely a test of PLAYER acumen) and then SNAP! the trap goes off, the fighter is poisoned! Its perfectly reasonable for the DM to say at that point "OK, I'll give you a 50/50 shot that your character resists the poison, otherwise go roll up Fred#2!" There's nothing of player agency in this, its purely gamist, just a fun way to add a little luck to a situation which otherwise is purely DM fiat and player cleverness. </p><p></p><p></p><p>Sure, but we're talking about a situation where the players are making a choice, not asking for information. If the players seek more information through the agency of their characters, then I agree. The fact that the information is conveyed in the form of mechanical information (IE hit points) doesn't matter really, there's SOME meta-game involved there, but its not primary. In the case of a blind choice ALL the players can do is read the DM. What tone of voice does he use? Is he seeming to encourage one option or the other? Does the DM usually favor the right or the left? The players could ask if their characters can see or sense anything useful, and to the extent that the DM will provide information they may gain some level of agency. </p><p></p><p></p><p>Out of touch? lol. The thing is, the quality of RP isn't predicated on the decisions you are being faced with being presented for any specific reason. It is NO less roleplaying because the choices are decided based on a dramatic agenda! Not one single bit less! Nor do I personally feel that you have some special say in how 'the game was intended to be played'. Again and again this theme has emerged, that only the agenda that you espouse is the real one true way. </p><p></p><p></p><p>This again. Its far too vague and generalized, the DM has total leeway to construe facts and circumstances in any way he or she wishes, and then (though JC seems to close this last avenue) construe circumstances in whatever way favors his or her agenda. Frankly I don't even think any GM can do otherwise, the difference between what an RPG/Setting provides and a true world sim is like the difference between a grain of sand and the Milky Way Galaxy.</p><p></p><p></p><p>But again, the point is that if the players are choosing from ignorance, then their choices are basically random, and what choices they are presented with, if any, is the key determinant, even if they do have choices, along with what information the DM chooses to release. Its still the DM that is at least often in the driver's seat. With a scene-framing kind of player-driven play the DM certainly isn't passive either, but if he's responding to the player's queues in a reasonable way then information isn't really the determinant of player agency, ability to select options is.</p><p></p><p></p><p>This is entirely possible. The question is whether or not the players can really anticipate what they need to know. Its possible to be infinitely cautious and meticulous to try to avoid any surprises, but that's part of what I see as the legacy of this kind of play, it tends to be very procedural and dragged out. The players conceive elaborate backup plans, arcane procedures for opening every door and traversing every hallway, etc. It does work OK in the tradition of Gygaxian 'skilled play' in a dungeon-type environment where the 'right questions' are pretty obvious and relatively stereotyped. D&D just failed to evolve a way to extend that into a more general type of play, which is why we perceive problems in 2e.</p><p></p><p></p><p>So, what is wrong with that choice being dictated by the rule of what is fun or interesting? In fact, isn't that what you are doing when you insure there's some way to figure out that rocks will fall?</p><p></p><p></p><p>I think all that Pemerton is suggesting is that the DM figure out by some means, often how the players have selected character options, which one they're interested in and present that option? If they have a ranger who's an expert in desert survival and a wizard who is trying to capture a djinn, then probably B4 would be a good choice.</p><p></p><p></p><p>There's no decision being made WRT the Mysterious Stranger, not unless the PCs can learn where she goes and have clues pointing at her as someone to investigate. There's nothing wrong with player choice dictating what the NPC does. Until the NPC shows up on stage she's not 'doing' anything, she's just an NPC that is off-stage. At the VERY MOST you may have decided she holds forth at Tavern Y, which isn't a lot of information. Is that the ONLY place she goes? Does it even matter to the nature of the NPC or was it just a random or haphazard DM choice? </p><p></p><p></p><p></p><p>I think you mean something different by 'backstory' here. [MENTION=42582]pemerton[/MENTION] is talking about whatever the player writes on his sheet to explain his character's background and history up to the point where the game started, and maybe beyond that the explanation narratively of the player's build choices and such. </p><p></p><p>The players are indeed, indirectly in most cases, authoring the story. Its a story about their characters. There's nothing wrong with them having a role in authoring it. The DM is still the primary world creator.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6589531, member: 82106"] From my perspective this has nothing to do with player agency. It has to do with the DM allowing the 'fickle finger of fate' (yes, Laugh In was current in the early 70's!) to intervene. Imagine in an early Greyhawk campaign how things roll. There's a room with a poison trap in it. Remember, there ARE no thieves, all the players can do is RP their characters examining the room, possibly finding the trap, attempting to discern its function (purely by RP and this is purely a test of PLAYER acumen) and then SNAP! the trap goes off, the fighter is poisoned! Its perfectly reasonable for the DM to say at that point "OK, I'll give you a 50/50 shot that your character resists the poison, otherwise go roll up Fred#2!" There's nothing of player agency in this, its purely gamist, just a fun way to add a little luck to a situation which otherwise is purely DM fiat and player cleverness. Sure, but we're talking about a situation where the players are making a choice, not asking for information. If the players seek more information through the agency of their characters, then I agree. The fact that the information is conveyed in the form of mechanical information (IE hit points) doesn't matter really, there's SOME meta-game involved there, but its not primary. In the case of a blind choice ALL the players can do is read the DM. What tone of voice does he use? Is he seeming to encourage one option or the other? Does the DM usually favor the right or the left? The players could ask if their characters can see or sense anything useful, and to the extent that the DM will provide information they may gain some level of agency. Out of touch? lol. The thing is, the quality of RP isn't predicated on the decisions you are being faced with being presented for any specific reason. It is NO less roleplaying because the choices are decided based on a dramatic agenda! Not one single bit less! Nor do I personally feel that you have some special say in how 'the game was intended to be played'. Again and again this theme has emerged, that only the agenda that you espouse is the real one true way. This again. Its far too vague and generalized, the DM has total leeway to construe facts and circumstances in any way he or she wishes, and then (though JC seems to close this last avenue) construe circumstances in whatever way favors his or her agenda. Frankly I don't even think any GM can do otherwise, the difference between what an RPG/Setting provides and a true world sim is like the difference between a grain of sand and the Milky Way Galaxy. But again, the point is that if the players are choosing from ignorance, then their choices are basically random, and what choices they are presented with, if any, is the key determinant, even if they do have choices, along with what information the DM chooses to release. Its still the DM that is at least often in the driver's seat. With a scene-framing kind of player-driven play the DM certainly isn't passive either, but if he's responding to the player's queues in a reasonable way then information isn't really the determinant of player agency, ability to select options is. This is entirely possible. The question is whether or not the players can really anticipate what they need to know. Its possible to be infinitely cautious and meticulous to try to avoid any surprises, but that's part of what I see as the legacy of this kind of play, it tends to be very procedural and dragged out. The players conceive elaborate backup plans, arcane procedures for opening every door and traversing every hallway, etc. It does work OK in the tradition of Gygaxian 'skilled play' in a dungeon-type environment where the 'right questions' are pretty obvious and relatively stereotyped. D&D just failed to evolve a way to extend that into a more general type of play, which is why we perceive problems in 2e. So, what is wrong with that choice being dictated by the rule of what is fun or interesting? In fact, isn't that what you are doing when you insure there's some way to figure out that rocks will fall? I think all that Pemerton is suggesting is that the DM figure out by some means, often how the players have selected character options, which one they're interested in and present that option? If they have a ranger who's an expert in desert survival and a wizard who is trying to capture a djinn, then probably B4 would be a good choice. There's no decision being made WRT the Mysterious Stranger, not unless the PCs can learn where she goes and have clues pointing at her as someone to investigate. There's nothing wrong with player choice dictating what the NPC does. Until the NPC shows up on stage she's not 'doing' anything, she's just an NPC that is off-stage. At the VERY MOST you may have decided she holds forth at Tavern Y, which isn't a lot of information. Is that the ONLY place she goes? Does it even matter to the nature of the NPC or was it just a random or haphazard DM choice? I think you mean something different by 'backstory' here. [MENTION=42582]pemerton[/MENTION] is talking about whatever the player writes on his sheet to explain his character's background and history up to the point where the game started, and maybe beyond that the explanation narratively of the player's build choices and such. The players are indeed, indirectly in most cases, authoring the story. Its a story about their characters. There's nothing wrong with them having a role in authoring it. The DM is still the primary world creator. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
Top