soviet
Hero
Yet the first three words of it were 'on the contrary'To clarify, no one might be saying "greater agency games are better", but a lot of people hear that anyway.
So yea, more of an extrapolation of your post, not a contradiction.
Yet the first three words of it were 'on the contrary'To clarify, no one might be saying "greater agency games are better", but a lot of people hear that anyway.
So yea, more of an extrapolation of your post, not a contradiction.
Yes, I know. I overstated that and then amended myself when you rebutted.Yet the first three words of it were 'on the contrary'
Fair enough, thank you.Yes, I know. I overstated that and then amended myself when you rebutted.
Which Beliefs?As an outside observer, the player introducing 'the Falcon's Claw' doesn't seem to really be related to the Beliefs, or if so only in the most tangential of ways.
In RPGing, I know of two ways to introduce new content: roll on a table, or have someone make something up.it kind of seems the Falcon's Claw was established in the fiction more by player fiat than anything else.
Good for you!Player originated quests are just a suggestion in 4E, a paragraph at the end of 2 pages on quests that says (emphasis added) "[As DM] You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure." It's "should", not "must".
Quests in 4E are just a general way of codifying story arcs and goals, details of what happens are always left up to the DM. None of this is really any different from how I've ever played D&D in any edition.
I can see that, but I don't have a problem with it here. The ability to force a meeting with a noble is not necessarily entirely within the PCs control, so it doesn't necessarily impact agency in a way that would bother me, on either side of the screen.
Because that's the dynamic established by that game, and specifically at that table. The DM makes the world, and the PCs live in it, making choices based on what they know and what they are capable of.
Other games have different dynamics. And that's fine.
Yeah, sorry, I am just not on board that it takes away anything from the player - as long as the DM has an in-game reason. Which is why I personally feel DM prep is extremely important.
The sailor background (I think) has a feat that they can get passage on a ship for you and your group. But really, any group? What if they are wanted for murder, does the ship (even if it is one they used to work on) still have to grant them passage? The fact that it gives caveats in the featured section simply tells the DM to try and make it happen. But sometimes, the DM's world, in order to be consistent, needs to follow some common sense.
To me, it just goes back to trusting your DM. If they say no, I assume they have a good reason and never question it as a player (and I have had it happen). It never interrupted my agency.
I really do not care what the text says, they get an audience when it makes sense to, they might get denied when it does not. This text is not the law, it is a guideline, the setting easily trumps anything in it
Have you read the rulebook? Have you played Burning Wheel? It's not mysterious. It's one of the most clearly-written RPG rulebooks that I know.that sounds like a very strict interpretation of the text you quoted. I did not see anything that said the GM cannot introduce any elements and they all have to be based on what the players mentioned
I don't know what you mean by "forgot to mention", or what that has to do with anything.That sounds like he made it up on the fly, not something he just forgot to mention… while I agree that it is possible that he might just mention it now (credibility test), this comes pretty close to wishing a +1 sword into existence. He was just one roll away from accomplishing that
A voice of reason! Thank you.Searching your old home for an item of both sentimental and practical value based on your detailed backstory seems in line with the general play procedures of Burning Wheel that I'm familiar with. It would be tough to say if it directly derives from the character's Beliefs as I don't believe they were explicitly stated, but assuming they revolve around the conflict with his brother, it seems pretty solid to me.
Good for you!
Now, how can it be both that (i) you do everything exactly the same as I do, following the rules in the RPGs that I enjoy (including 4e D&D) and yet (ii) you disagree with nearly everything I say about my preferred approach to the GM role, techniques for achieving player agency, etc?
It's a puzzle, that's for sure!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.