Again, I am just describing one type of many games. Just because a game has one or two things mentioned, does not mean it's that type of game: it has to have all or most of the things mentioned.See, there are actually games that work on zero or little prep. Nothing else about what you're describing here really applies to me or the other GMs I know. I mean, we're there to hang out as well, but the main focus is the game.
All D&D games use dice, so if someone was to say "any game that uses dice must be a type X game" that is just silly. You have to have more to a description.
I realize that as you say you have never played a Casual Game, and have never heard or seen of anyone every playing such a game. I will tell you they are quite common, maybe the most common type of game. A couple of people want to play "a game", so they pick a random game (though far too likely to randomly pick D&D 5E only). Then they get together for a night of relaxing, goofing off, snacks, drinks, and rolling dice to somewhat play "the game".
Every GM has a different level of prep, from 'a lot' to 'none'.Even in a typically prep-heavy game like D&D, I don't personally tend to prep as much as other folks. This isn't because my game is casual or anything.... it's intentional because I like the players to influence the game as much as possible. The more I prepare, the less likely they are to do so, generally speaking.
Yea, not a fan of pre written vague 'processes' vs my imagination.Imagine if you didn't need to decide everything ahead of play. There are blank spots that need to be defined during play, and there are processes for determining that.
Except the GM makes the Random Encounter Table. But it's still not close to the 'processes' your talking about. The player does not say "I keep an eye out for a goblin with lots of gold", make a roll rule check, and then the GM says "there is a goblin with lots of gold right next to your character!"I mean, a Random Encounter table is a pretty classic example. It removes the need for the DM to decide the location of every denizen of a dungeon at all times, and places pressure on the players to take action instead of lingering in areas.
Well, just the general definitions and ideas used by posters in this thread.Right. So there you go... you place little or no priority on collaboration or player agency.
My idea of "collaboration" is not just the player "saying they want something in the game", and then the GM saying "yes, as you wish".
I got it. The Cinematic Cricle explanation from a couple pages back fits everything perfectly for me and make sense.That's pretty much all that folks are talking about. Games that are set up for more collaboration. That tends to allow for more player agency. If you can understand that folks like collaboration more than you, that's all you really need to know.
But then it's just an endless circle.Yes, and then you criticize the post for the things you added. So, it's not really a criticism of the post... it's a criticism of your own take on the post, which is clearly flawed.
Well, any time I mention a player might do anything to really effect the game in a small, medium or big way......I get told it's "impossible". So that only leaves tiny ways to effect the game.It depends on the game. I don't know what rule you have in mind or what game, or why you think it's a "tiny, tiny, tiny, tiny window to attempt to do something". Nor does everyone play the game in a way that it's always subject to the GM's whim.
Well, note it won't be any of the definitions from this thread.But maybe we can get somewhere with this. Can you offer an example from play where a player in one of your games exercised agency in a meaningful way?
The group of players wanted to reclaim an old dwarf hold(they got the idea from Streams of Silver, of course). So they all made 'nobody' dwarf characters and made a lite clan and history. Then gave it to me to make all the real details. For the next [real] year or so they went on 'generic' adventures to gain fame and fortune. But they were always careful to not ruffle feathers, make enemies, and make allies. They also saved and requited every 'exile' or 'clanless' dwarf they could. Then, for the next [real] year of game play they used all their real game experience to 'make their own adventures' and set everything up for the great reclaiming march. Then finally came the year long quest to reclaim the dwarven hold. And they did...and lived happily every after.
I don't count "a character can use their architect skill to "find"(aka create) a secret door anywhere on a whim to be "player agency". Having the game play with a long term focus on what the players want, but NOT having the whole world revelove around them (like nearly any movies does). At no time can a player "just wander into the dwarf lands" and say "I keep an eye out for a high level dwarf army", then just make a roll check that succeds, and have the GM say "well, there is a dwarf army right next to you." Every single thing in the game world is there under my iron gaze. If the players find the 'lost' dwarven army emplacement that I alone created and put there, then the players are free to "try" to do whatever their characters could "try" to do (and they choose a duel of honor to defeat the army's general).