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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="Bayushi_seikuro" data-source="post: 9073022" data-attributes="member: 7024851"><p>Right here feels like a reason games grind to halts. It's okay to have that gaming style, but not every player wants to play this way.</p><p></p><p>You are not opposition. You are the world. I agree a problem is players who don't take notes or want to just coast, but by the same time, I have been at plenty of tables with 'factual' GMs who don't actively withhold information, but since they don't consider certain details to be relevant, don't share them - like if it's possible during the fight to jump up on the chandelier to the rafters to start sniping down into the melee. They don't consider that, so it's not in the description of the room, so options are taken away.</p><p></p><p>Since it sounds like you're an Old Skool DM(tm) type, if I, as an outsider, had to guess about this Agency situation, I'd put money on your adventures are linear. There is a correct decision for how to approach roleplaying situations, the dungeons all funnel into the boss fight at the end - that has been how adventures have been designed and published since I started in '82, and before that even. I think the best idea for 'rails' and player agency came from Brennan Lee Mulligan - the only rails he designs are the character ideas that the players gave him.</p><p></p><p>It's entirely possible you and your players are not right for each others styles, and need to go seperate ways. It doesn't sound like you're enjoying running for these people. To quote Matt Colville - there are no bad players, there are just players who are right for a different table.</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 9073022, member: 7024851"] Right here feels like a reason games grind to halts. It's okay to have that gaming style, but not every player wants to play this way. You are not opposition. You are the world. I agree a problem is players who don't take notes or want to just coast, but by the same time, I have been at plenty of tables with 'factual' GMs who don't actively withhold information, but since they don't consider certain details to be relevant, don't share them - like if it's possible during the fight to jump up on the chandelier to the rafters to start sniping down into the melee. They don't consider that, so it's not in the description of the room, so options are taken away. Since it sounds like you're an Old Skool DM(tm) type, if I, as an outsider, had to guess about this Agency situation, I'd put money on your adventures are linear. There is a correct decision for how to approach roleplaying situations, the dungeons all funnel into the boss fight at the end - that has been how adventures have been designed and published since I started in '82, and before that even. I think the best idea for 'rails' and player agency came from Brennan Lee Mulligan - the only rails he designs are the character ideas that the players gave him. It's entirely possible you and your players are not right for each others styles, and need to go seperate ways. It doesn't sound like you're enjoying running for these people. To quote Matt Colville - there are no bad players, there are just players who are right for a different table. [/QUOTE]
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What is player agency to you?
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