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What is player agency to you?
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<blockquote data-quote="jmartkdr2" data-source="post: 9071385" data-attributes="member: 7017304"><p>It's not a <em>helpful</em> answer, but I really think it is "when the player feels in control of their character and what happens to them." Yeah, it's vague, but so are really important aspects like fun, challenge, and believability. Players want to feel like what they decide matters. </p><p></p><p>I think you may be accidentally curtailing player agency - again, the <em>feeling</em> of the player's choices mattering, through a lack of information. I bet you think it's obvious what will happpen if the pc's attack the orcs. But the players have played with many different dms, who would run the same encounter very differently, and they assume the character, who lives in the world, understands the basic rules. But the player doesn't, because they don't know how <em>you</em> will handle it. Some dm's would let them swim through lava to find treasure, some dms expect it. Some dms will force a saving throw vs massive damage, some will just kill you. I don't know you well enough to be sure how it will play out, but may character, who lives in the setting, would have an idea.</p><p></p><p>Withholding information from the player that the character would know is metagaming. The bad kind. </p><p></p><p>As for the second - that's a very specific play style. It involves a lot of memorization, potentially tedious interacting with every object in the room, and trying everything until it works. Some people find it fun - the reward of finding the solution makes all the searching worthwhile - but to others that just feels like homework.</p><p></p><p>Also, I don't know how common this is, but: I can either take notes or play the game, but I can't do both at the same time. I can't touch-type, so if I'm taking notes I'm not going to be able to listen to the dm talk for more than 30 seconds or so. I don't hear the rest because I'm focused on typing. Which means my notes are incomplete, which means they're probably useless, which means I'm better off not taking notes. </p><p></p><p>Which usually works out better because I can remember the details pretty well if I just pay attention to what's being said, which is really easy if I can see how it relates to my character. If I'm just getting an audiobook version of the Simarillion, I'm probably just going to doze off.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 9071385, member: 7017304"] It's not a [I]helpful[/I] answer, but I really think it is "when the player feels in control of their character and what happens to them." Yeah, it's vague, but so are really important aspects like fun, challenge, and believability. Players want to feel like what they decide matters. I think you may be accidentally curtailing player agency - again, the [I]feeling[/I] of the player's choices mattering, through a lack of information. I bet you think it's obvious what will happpen if the pc's attack the orcs. But the players have played with many different dms, who would run the same encounter very differently, and they assume the character, who lives in the world, understands the basic rules. But the player doesn't, because they don't know how [I]you[/I] will handle it. Some dm's would let them swim through lava to find treasure, some dms expect it. Some dms will force a saving throw vs massive damage, some will just kill you. I don't know you well enough to be sure how it will play out, but may character, who lives in the setting, would have an idea. Withholding information from the player that the character would know is metagaming. The bad kind. As for the second - that's a very specific play style. It involves a lot of memorization, potentially tedious interacting with every object in the room, and trying everything until it works. Some people find it fun - the reward of finding the solution makes all the searching worthwhile - but to others that just feels like homework. Also, I don't know how common this is, but: I can either take notes or play the game, but I can't do both at the same time. I can't touch-type, so if I'm taking notes I'm not going to be able to listen to the dm talk for more than 30 seconds or so. I don't hear the rest because I'm focused on typing. Which means my notes are incomplete, which means they're probably useless, which means I'm better off not taking notes. Which usually works out better because I can remember the details pretty well if I just pay attention to what's being said, which is really easy if I can see how it relates to my character. If I'm just getting an audiobook version of the Simarillion, I'm probably just going to doze off. [/QUOTE]
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