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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="Clint_L" data-source="post: 9071766" data-attributes="member: 7035894"><p>This is the weirdest dynamic. I'm not sure whether to take you seriously. If serious...I have many questions.</p><p></p><p></p><p>Okay, well, maybe start by not judging. "Player agency is the ability of a player to affect the course of the game" seems like a pretty straightforward description to me, so if that is word salad to you, then how about:</p><p></p><p>1. They clearly understand the situation and the stakes (i.e. they have the information)</p><p>2. They have a realistic chance of affecting the outcome through their decisions (i.e. their choices matter)</p><p></p><p></p><p>If a player asked me that question, I would emphasize the things that would be very obvious to their character - i.e. the lava is extremely hot and looks pretty deadly. Just to make sure they understand the situation (see 1, above). Then if they want to insist in diving into lava, that's on them (see 2, above). Again, it's kind of hard to take you seriously because in my experience real people don't talk or act that way, but giving you the benefit of the doubt.</p><p></p><p></p><p>So, define "loaded with lore and information." Because it's your thing, so if it is "loaded with lore and information" by your standards, then it is likely overwhelming to most players who have not been in your campaign for a long time. If they are bombarded with information, it will be very hard for them to discern what is important.</p><p></p><p>If you really care about the campaign working and aren't in it just to entertain yourself, then pitch it to the level of your players. Don't make assumptions about what they should know, either about real life or how D&D stories go, and make the key stuff obvious. Like the non-burning book. Again, in my experience almost every player would catch that pretty massive hint, so if yours aren't, and this is a legit example, then there are probably a bunch of other things just as strange calling for their attention.</p><p></p><p>I work with lots of young players and I don't find it particularly challenging. I keep it simple and don't overwhelm them with information or options, so that they can understand what is going on and make meaningful choices that affect the plot. To me, that would be player agency for beginner players.</p><p></p><p>I dunno. Your stories are so extreme that it is hard to really understand what is going on. They make me wonder whether you are just trying to entertain yourself.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9071766, member: 7035894"] This is the weirdest dynamic. I'm not sure whether to take you seriously. If serious...I have many questions. Okay, well, maybe start by not judging. "Player agency is the ability of a player to affect the course of the game" seems like a pretty straightforward description to me, so if that is word salad to you, then how about: 1. They clearly understand the situation and the stakes (i.e. they have the information) 2. They have a realistic chance of affecting the outcome through their decisions (i.e. their choices matter) If a player asked me that question, I would emphasize the things that would be very obvious to their character - i.e. the lava is extremely hot and looks pretty deadly. Just to make sure they understand the situation (see 1, above). Then if they want to insist in diving into lava, that's on them (see 2, above). Again, it's kind of hard to take you seriously because in my experience real people don't talk or act that way, but giving you the benefit of the doubt. So, define "loaded with lore and information." Because it's your thing, so if it is "loaded with lore and information" by your standards, then it is likely overwhelming to most players who have not been in your campaign for a long time. If they are bombarded with information, it will be very hard for them to discern what is important. If you really care about the campaign working and aren't in it just to entertain yourself, then pitch it to the level of your players. Don't make assumptions about what they should know, either about real life or how D&D stories go, and make the key stuff obvious. Like the non-burning book. Again, in my experience almost every player would catch that pretty massive hint, so if yours aren't, and this is a legit example, then there are probably a bunch of other things just as strange calling for their attention. I work with lots of young players and I don't find it particularly challenging. I keep it simple and don't overwhelm them with information or options, so that they can understand what is going on and make meaningful choices that affect the plot. To me, that would be player agency for beginner players. I dunno. Your stories are so extreme that it is hard to really understand what is going on. They make me wonder whether you are just trying to entertain yourself. [/QUOTE]
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