D&D 5E What DM flaw has caused you to actually leave a game?

Gradine

The Elephant in the Room (she/her)
" but I'm talking specifically about player agency in character knowledge and how necessary or not it is on the basis of the system, not any specific mechanic or resolution process around them. "

i have no comment on what "player agency" is or does or how it can be construed or defined or redefined etc etc etc. especially when it is divorced from any specifics of process or mechanics. "player agency" is an amorphous buzz word of e term that is like beauty and pornography in the eye of the behold and know when it is seen.

The term was iserith's, not my own, and that was who I was originally responding to. That said, as someone currently studying sociology I myself have a very idea of what "agency" is supposed to mean in this context, but then I might be misconstruing how iserith means it (wouldn't be the first time). Essentially what I mean is how much say and/or responsibility should the player have in what their character does or does not know. Those are two slightly different concepts (say vs. responsibility) but my answer to both is similar: not very much if at all. In D&D, it is because I am very much situated as the world-builder and the lore master, even though I'm running a pre-established campaign setting.

In a system like Dresden Files, then those answers are a little bit different; when a player introduces a new piece of lore or world building to the game, they inevitably have a say in how much their character might know about it; that requires a certain level of agency (say/responsibility) in determining their character knowledge. I assume most such systems also have relevant mechanics to determine character knowledge; after all, no one player is responsible for all or even most of the lore of the setting. But I'd argue player agency of character knowledge plays a larger role in those systems than they would in a game like D&D.
 

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iserith

Magic Wordsmith
Wow, I guess we just enjoy very different play styles. I don't want to make assumptions on how you run your games @Gradine, anyone who gives as much thought to the game as you do is likely to be run a good game and I can enjoy all manner of GM styles if the GM is dedicated and cares about everyone having a good time.

But I have to say that I love the style of play that @iserith describes. From how he describes his style, it brings me back to how we played 1e but without the annoying prepubescent "gotcha" style that immature DMs have.

Yes, and I think that kind of adventure and approach is the best fit for the current rules set. When I learn a new game, I try to forget what I know and run something that fits the best with the rules as I understand them. This is what I have arrived at with D&D 5e. I arrive at a different conclusion with other games. (And to be even clearer, I railed against aspects of 5e's design during the playtest because I wanted it to be more like 4e. But that's not how it ended up and what I espouse now is what I consider the most compatible way to DM given the rules. But not the only way.)

I like having to explain how my character is acting with the world. It makes the game more immersive for me to have to give some thought to specifying not just that I do something but how I do it, not just that I may have some knowledge, but how I have that knowledge. When other players do this, it makes the game more immersive for me. When everyone does it, its magic.

Personally, I don't have any care for "immersion," but I'll take it one step further and say it's your responsibility as a player to do this. Just like it's the DM's responsibility to adequately describe the environment and narrate the result of the adventurers' actions. If the DM adequately describes the environment, the players have agency so they can perform their role easier. If the players adequately describe what they want to do, then the DM's role of adjudicating and narrating becomes easier. It's when either party fails to perform their respective roles that things get all wobbly. If everyone strives to perform his or her own role excellently, the game really hums along. If a more immersive experience for some is a side effect, then so much the better.

What I feel is missing in many of the games I play in, is that everything seems on autopilot until there is a "big challenge" or "combat." Or everything is reduced for a call for rolls and the players stating roll results.

It's easier to prep those kinds of games. It's easier for the players to be passive, pay less attention, offer less in the way of description, and let the DM do all the heavy-lifting. Often you'll see the DM give a decent description of the environment, then the players offer little in the way of description and asking to make ability checks. The DM accepts this as adequate, then after the die is cast, establishes for the players what their characters did in the narration part of the loop. This is just all kinds of backwards in terms of what the rules set forth for How to Play and very common, even in popular vodcasts. It puts an undue burden on the DM in my view while at the same time takes away from the player's responsibility to adequately describe what they want to do.

Anyway, I don't have too much to add to this already monstrous thread tangent, I've not thought about it as deeply as you all and don't have as much experience as a DM, but I think the comments about the playability and enjoyability of Iserith's games are off base. For me, they sound fun and have given me some ideas on how I might improve my games.

Thanks. Anyone's welcome to join my one-shots on Roll20 if schedule permits. I run them once a month on average.
 

iserith

Magic Wordsmith
Grain of salt: I never truly got a chance to DM 4e, so my perception might be skewed by how I only really planned to DM, not from actual play. That said, as a DM I would treat both systems in the exact opposite way. I would be hard pressed to name many systems better attuned to site-based adventures than 4e, nor more systems more poorly attuned to event-based challenges. And I liked 4e (again, more in concept than in real play).

But again, take that with multiple grains of salt: I have little experience playing 4e and no experience DMing, and my experiences with site-based are also fairly limited, both as a player and as a DM.

It may just be that our aesthetics of play and DM-ing styles are just as diametrically opposed.

I ran 4e from 2008 till present, but not very often these days, chiefly because I'm the only one I know of with access to the online tools that I think are essential for game play. This is the game that, having come off of D&D 3.Xe, made me realize that you can't run all games the same way. Or, you can, but problems can arise. Once I figured out that I should mold my approach to the game and not the other way around, things became a lot clearer to me. Luckily, I had learned that lesson by the time 5e hit the shelves, so I didn't have the transition pains that I did when I started running 4e.

That said, I don't consider the length of time DMing makes anyone an authority, having met plenty of more experienced DMs who I would consider absolutely terrible at it. But for what it's worth my observation having run event-based and adventure-based adventures, campaigns, and one-shots in 4e, the super-heroic nature of the characters combined with skill challenges and explicit endorsement of the DM employing "Yes, and..." improvisational techniques really excel in event-based adventures. The relative paucity of choices in What to Do Next in an event-based campaign (as opposed to, say, a dynamic adventure location depending on its size) combined with the increased tactical choices to make up for it works great in D&D 4e in my view. So, set piece encounters with all the bells and whistles connected with transition/exposition scenes and skill challenges is a perfect D&D 4e setup as I see it.

I make a different case for D&D 5e and think it harkens back to an older view of the game where location-based adventures reigned supreme. The rules play into it better than for event-based adventures in my experience. The three longer campaigns I've run in D&D 5e were location-based, event-based, and event-based in that order and that combined with games in which I've played plus all the one-shots I've run leads me to conclusion a good ol' dungeon is the best adventure for D&D 5e. But who has the time to write up a decent dungeon nowadays? :)
 
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robus

Lowcountry Low Roller
Supporter
The term was iserith's, not my own, and that was who I was originally responding to. That said, as someone currently studying sociology I myself have a very idea of what "agency" is supposed to mean in this context, but then I might be misconstruing how iserith means it (wouldn't be the first time). Essentially what I mean is how much say and/or responsibility should the player have in what their character does or does not know. Those are two slightly different concepts (say vs. responsibility) but my answer to both is similar: not very much if at all. In D&D, it is because I am very much situated as the world-builder and the lore master, even though I'm running a pre-established campaign setting.

I've not followed this as closely as I probably should, but hey it's the Internet so here goes :D ...

For recalling knowledge the DM needs to be able to adjudicate whether the PC recalls the lore or not. For there to be a chance of success, the player should offer some approach to that recall, "I remember a lesson back in my "Lore you should know" class that covered strange shields and this one strikes a chord"... or "My uncle came from this region and often told regaled us with wild tales of its history"... It's really not a high bar (at my table at least), but it really enriches the time around the table, as players use these moments to enrich the backstory of the characters (or build upon an existing aspect of their backstory). It also acts as a minor gate to avoid just every PC rolling knowledge checks (so that eventually someone gets a super high roll and looks questioningly at the DM).

So just offer the DM something from your character's story (either made up at the moment, or pulling from the established backstory) that provides something adjudicatable (is that a word?!) ?

That's the agency bit for me. You, the player, tells the DM how the PC possibly knows something about this thing.
 

iserith

Magic Wordsmith
Player agency as I typically see it applied to RPGs means the player gets to make reasonably informed decisions for his or her own character and that those decisions have an impact or consequences in the context of the fictional setting.

Under that definition, there is no impact to agency in the examples and explanations I have provided. The player was given enough context to act in a reasonably informed manner and his or her actions had an impact or consequences.

Agency would be impacted if the DM made decisions for the player as to what the character does which I submit is occurring when asking for an ability check unprompted by a player describing what he or she wants to do. Or, having reasonably set the expectation of a particular consequence for a given action, stops that outcome from occurring.
 

Hussar

Legend
Ok, waded through about 20 pages of this thread before figuring I'm running out of time and I need to bookmark this thread. :D

Reasons I have left a game:

1. The DM was a total prat. Nothing but an endless stream of DMPC's and wanting us to ooh and ahh over his well crafted plots that in no way actually involved the PC's as anything other than observers. The entire group walked on this one.

2. The DM again was a prat. The straw that broke the camels back in this one was after the group spent three SESSIONS planning a heist, the DM, at the beginning of the next session, had the mark suddenly leave town, no explanation and no possibility of being found. The group revolted on the spot.

3. Glacial pacing. A long term DM that I played with that I just had to step away from. I just got rather tired at the glacial pace of his campaigns. Great DM, but, just not for me. It took us NINETEEN sessions (3 hour sessions) to play the first module from Shackled City. I just couldn't handle it anymore.

4. DMing Style Mismatch - a new(ish) group that I joined, I just found that I disagreed with the DM far, far too often. So, I thanked the DM politely and stepped back. It was just too frustrating.

Can't think of anything else at the moment.
 

Draegn

Explorer
This has only happened once, a GM and his best pal from work in the same game. The best pal became the "leader" character and everything revolved around him. Then there were the never ending inside work jokes that only the two of them understood leaving the rest of us wondering what was going on.
 

5ekyu

Hero
I've not followed this as closely as I probably should, but hey it's the Internet so here goes :D ...

For recalling knowledge the DM needs to be able to adjudicate whether the PC recalls the lore or not. For there to be a chance of success, the player should offer some approach to that recall, "I remember a lesson back in my "Lore you should know" class that covered strange shields and this one strikes a chord"... or "My uncle came from this region and often told regaled us with wild tales of its history"... It's really not a high bar (at my table at least), but it really enriches the time around the table, as players use these moments to enrich the backstory of the characters (or build upon an existing aspect of their backstory). It also acts as a minor gate to avoid just every PC rolling knowledge checks (so that eventually someone gets a super high roll and looks questioningly at the DM).

So just offer the DM something from your character's story (either made up at the moment, or pulling from the established backstory) that provides something adjudicatable (is that a word?!) ?

That's the agency bit for me. You, the player, tells the DM how the PC possibly knows something about this thing.


the reason i try and avoid the player agency spins on discussions comes from the basic idea that "player agency" is a sort of stand-in for "the right way to play" (nobody is going to argue against "player agency" in the abstract) but its become so morphic that its definition can be applied to almost anything and even at times contradictory sides of the same situation. Recently saw it expanded to denying a Gm the right to alter/deny a PC fluff backstory element without being a jerk.

So instead i tend to not view "player agency" as more than a "the way i want it" kind of positive tag-on and instead focus on the actual effects and situations and mechanics being discussed.

In the cases you described i would have this to say

1 - it is not **always necessary** for a player to state that their character is attempting to recall a specific piece or type of information and also provide a backstory reference in order to resolve the question of "does my character know or recognize this thing or not" when such a thing is in question. The character knowledge is the character knowledge whether or not the player asks for it or not. Requiring these verbal hoop-jumps from the player before they can be given info their character has or be told they do not have is not giving that player more control or influence, it is holding back the in-world capabilities to the player's statements.

I think that is part of the key dispute going on here.

i certainly do not, and neither does [MENTION=57112]Gradine[/MENTION] i think but i will not speak for them, declare that a player *cannot* do just as you say - eclare their character is trying to recall a specific bit due to specific character reference. that can certainly occur at my table and my bet is at Gradine's.

But we do not insist thats *required* and also allow for cases where the character is given a chance reflected by an ability check to have that info without direct declaration.

Example:

Two character walk into a bar.
They see a strange carving of a snake headed figure on the wall.
it is described by the gm among other things in the scene.
both hail from nakadocias.
it is a carving of a minor demon from the lore of nacadocias.
it is reasonable to assume it might be recognized from folks of that region but not guaranteed.

i think gradine and i would suggest those character make int checks possible with lore or religion profociencies applying. if either made the check they recognized it - no action needed.
I think with gradine and i, if the player said when asked for a check "hey, you know, my background includes dad as a sort of demon hunter cleric type and that seems right up his alley." then we might give them advantage on the roll.

if the image was less demony/monstery and more of a scantily clad dancing woman of the same ilk - then maybe we would let it be a cursory description until the characters decided to take a closer look - investigate maybe.

these do not deny the player the ability to chime in with relevant background info.

A countrary position seems to be that these "call for checks" is somehow removing the players choices so instead the opportunity to recognize it is gated behind specific requests for specific actions and specific targets.

i feel that is even more "reducing" the player's and character's capability.

We are using skill checks to guide our description of what a character sees. this allows two characters to enter a scene and not have their character reduced to getting to see the exact same minimum amount of info that everyone else gets until the player declares an action to use a feature the character has.

Just like a character with a +10 perception gets more info on entering a scene than a guy with +5 perception, so the guy with +10 religion gets more info when walking into a room full of many types of priest than a character with a +5 religion.

its not all that different from how things work normally with description - the character with darkvision out to 120 may see more than the character with darkvision out to 60 and more than the guy with a torch and no darkvision at all. the 120' darkvision guy does not need to announce an action to use his darkvision to 120' range and what he is looking for, right?

So why should the guy with religion +10 not get a similar amount of "what you see" or "what you recognize" just as automatically, just as a matter of describing what your character sees - without needing a specific call for a action and specific call for a target of info to be recalled?

To myself and gradine (i believe) we see room for both ways of determining uncertain knowledge - a Gm call for check and a player call for check. its when it is reduced to only the one that we see a huge disconnect - especially if the reduction is described as favoring player agency.
 

Tallifer

Hero
One thing that makes me lose interest in a game quickly (not sure if I can call it a dungeon master's flaw) is when all the monsters are the most traditional possible, and furthermore there are numerous encounters with exactly the same monsters. I once had to play through a dungeon in which every single area had statues to fight; not different statues, just endless statues of warriors, same statistics, same lack of tricks beyond enormous strength and unhittable armour class. (In his defense, the dungeon master did have a variety of traps and puzzles.) Then when we emerged from that multiple sessions later, we wandered through a forest full of nothing but ogres.

I like to illustrate the games I play in ... but how many fights with statues could I illustrate... so at one point I refluffed the statues like thus:

Statues b&w.jpg
 
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