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What is player agency to you?
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<blockquote data-quote="bloodtide" data-source="post: 9072428" data-attributes="member: 6684958"><p>Yea, it's a tricky concept.</p><p></p><p></p><p>I'm not sure why it would be expected to tailor my style? Few players do it.</p><p></p><p>My style is more give the players pure neutral information. I'm not going to tell the players lava is hot, spikes are sharp or that a 1000 pound rock is heavy every couple of minutes when something like that comes up in game play. </p><p></p><p></p><p>Is this really that rare of an ability? I took notes on paper for my whole younger life, and in the modern day take notes on my phone/tablet. Many of the players not complaining have no problem taking notes. </p><p></p><p>This is where I disagree, and a bit of a twist comes in for that "player agency". The players that want player agency want to make informed decisions....but they also don't want any information. For the Spelljammer game a couple sessions ago, a helpful npc gave the characters some scrolls on the whos who of the known kidnapped and enslaved people. Each player was given a copy of this scroll. Of course, the players in question just lost the paper and don't care. Until last session when they found a barge with some folks chained up on it. Now the players in question suddenly want to know and have their characters remember. And, I'm not that kind of DM.</p><p></p><p></p><p>I'd never have a game that is not a Hard Railroad.</p><p></p><p>Well...wow...I like this one, as it's my style. I make a world full of lore and information for the players that want it.</p><p></p><p>Sounds reasonable enough. </p><p></p><p>I'm all about harsh consequences. I hope you mean by game reality and common sense too. There is no "rule" that says the bank vault is closed and locked at night....but it is. </p><p></p><p>This too. Humm, I fit everything on your list...</p><p></p><p>This....might be the best definition. </p><p></p><p>This all oddly sounds like what I agree with. </p><p></p><p></p><p>What is the benefit here? That a couple players might have played some or all of a published adventure and might remember some random things?</p><p></p><p>Well...the first one. I do like opening a players eyes to the sense of wonder. </p><p></p><p>This will never happen.</p><p></p><p>Do other DMs that run published stuff not get invested in it? I might get one or two to defect from the other side and join my side. It's al ways worth it to 'make' another player.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9072428, member: 6684958"] Yea, it's a tricky concept. I'm not sure why it would be expected to tailor my style? Few players do it. My style is more give the players pure neutral information. I'm not going to tell the players lava is hot, spikes are sharp or that a 1000 pound rock is heavy every couple of minutes when something like that comes up in game play. Is this really that rare of an ability? I took notes on paper for my whole younger life, and in the modern day take notes on my phone/tablet. Many of the players not complaining have no problem taking notes. This is where I disagree, and a bit of a twist comes in for that "player agency". The players that want player agency want to make informed decisions....but they also don't want any information. For the Spelljammer game a couple sessions ago, a helpful npc gave the characters some scrolls on the whos who of the known kidnapped and enslaved people. Each player was given a copy of this scroll. Of course, the players in question just lost the paper and don't care. Until last session when they found a barge with some folks chained up on it. Now the players in question suddenly want to know and have their characters remember. And, I'm not that kind of DM. I'd never have a game that is not a Hard Railroad. Well...wow...I like this one, as it's my style. I make a world full of lore and information for the players that want it. Sounds reasonable enough. I'm all about harsh consequences. I hope you mean by game reality and common sense too. There is no "rule" that says the bank vault is closed and locked at night....but it is. This too. Humm, I fit everything on your list... This....might be the best definition. This all oddly sounds like what I agree with. What is the benefit here? That a couple players might have played some or all of a published adventure and might remember some random things? Well...the first one. I do like opening a players eyes to the sense of wonder. This will never happen. Do other DMs that run published stuff not get invested in it? I might get one or two to defect from the other side and join my side. It's al ways worth it to 'make' another player. [/QUOTE]
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