Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Benjamin Olson" data-source="post: 9072724" data-attributes="member: 6988941"><p>I don't completely agree, though I think these are good points to think with, and I appreciate the framing. I particularly like that tying player agency to a lack of GM rules discretion reminds me of the question of whether free will can exist in a universe with an all-powerful God.</p><p></p><p>But ultimately I think you are putting too much emphasis on the formal "constitution" of a table and campaign rather than how it actually functions. A table can vote on everything can still actually just follow one domineering person's will. Similarly, and more commonly, a table can talk a big game about the GM being some sort of absolute monarch, the almighty god of their universe, while at the same time (just like many of history's more successful absolute monarchs) said potentate mostly actually seeks out and follows consensus opinion on how things should be done, using their executive discretion only sparingly where they deem it absolutely necessary (with how they construe necessity often making the vital difference between enlightened philosopher king and tyrant). Not a form of government I'd endorse in real life, but for an rpg, where certain decisions are best made behind the scenes to avoid spoiling important narrative surprises, I'll risk a little more executive vigor.</p><p></p><p>And, indeed, I feel like an approach to rules that is overly inflexible also potentially reduces player agency. If a player has a creative solution for a problem that is questionably within the rules what gives a better feeling of agency, having a rules debate and vote over the matter (even one ultimately resolved in their favor) or having a GM just say it works? I think that particular scenario probably depends on the people involved, but for me personally some executive rules flexibility in the right hands can certainly be conducive to a sense of player agency rather than a barrier to it. Of course if only the wrong hands are available I would favor the approach you outline.</p><p></p><p>But overall what I'm trying to say is simply that I think you're basically right, but emphasizing form over function. I think most successful tables I've been at have basically followed the bullet points you give to one degree or another, but more or less all of them have formally insisted that the GM was some sort of figure of sole despotic dominion over rules, at least within wide constraints, and ascribed ultimate setting authority solely to them as well. The secret to success is for the GM to know that no matter how much people claim they're okay with an absolute monarch, they actually want them to govern as a constitutional monarch like 95% of the time, and whether or not they solicit formal submissions of setting elements or anything like that they should be listening for anything and everything players think to contribute to the setting and working it in wherever deemed acceptable.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 9072724, member: 6988941"] I don't completely agree, though I think these are good points to think with, and I appreciate the framing. I particularly like that tying player agency to a lack of GM rules discretion reminds me of the question of whether free will can exist in a universe with an all-powerful God. But ultimately I think you are putting too much emphasis on the formal "constitution" of a table and campaign rather than how it actually functions. A table can vote on everything can still actually just follow one domineering person's will. Similarly, and more commonly, a table can talk a big game about the GM being some sort of absolute monarch, the almighty god of their universe, while at the same time (just like many of history's more successful absolute monarchs) said potentate mostly actually seeks out and follows consensus opinion on how things should be done, using their executive discretion only sparingly where they deem it absolutely necessary (with how they construe necessity often making the vital difference between enlightened philosopher king and tyrant). Not a form of government I'd endorse in real life, but for an rpg, where certain decisions are best made behind the scenes to avoid spoiling important narrative surprises, I'll risk a little more executive vigor. And, indeed, I feel like an approach to rules that is overly inflexible also potentially reduces player agency. If a player has a creative solution for a problem that is questionably within the rules what gives a better feeling of agency, having a rules debate and vote over the matter (even one ultimately resolved in their favor) or having a GM just say it works? I think that particular scenario probably depends on the people involved, but for me personally some executive rules flexibility in the right hands can certainly be conducive to a sense of player agency rather than a barrier to it. Of course if only the wrong hands are available I would favor the approach you outline. But overall what I'm trying to say is simply that I think you're basically right, but emphasizing form over function. I think most successful tables I've been at have basically followed the bullet points you give to one degree or another, but more or less all of them have formally insisted that the GM was some sort of figure of sole despotic dominion over rules, at least within wide constraints, and ascribed ultimate setting authority solely to them as well. The secret to success is for the GM to know that no matter how much people claim they're okay with an absolute monarch, they actually want them to govern as a constitutional monarch like 95% of the time, and whether or not they solicit formal submissions of setting elements or anything like that they should be listening for anything and everything players think to contribute to the setting and working it in wherever deemed acceptable. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
Top