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What is player agency to you?
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<blockquote data-quote="Oofta" data-source="post: 9080666" data-attributes="member: 6801845"><p>First, there's nothing wrong with this. Despite what people are claiming, I don't think this is in any way "bad" even if it wouldn't be my preferred style of play. However, the player in this case is dictating the reality of the world, not the DM.</p><p></p><p>In a D&D game players frequently remind the DM of their connections and background. By default the DM then decides whether or not to reveal an existing secret entrance, perhaps after a skill check. Whether the DM had the entrance planned out or just made it up on the spot because it made sense doesn't really matter. It was up to the DM to decide whether the secret entrance existed, not the player.</p><p></p><p>Again, neither is right or wrong. I also don't see this as giving the player more agency, it's just a different way of resolving obstacles. In your Fate game, one way of overcoming the obstacle is to use your aspect. It's still the players choice to invoke their aspect to get into the castle. In D&D there would be presumably be other options to get into the castle.</p><p></p><p>EDIT: right now I'm trying to figure out how the PCs might get the McGuffin that's in a protected area. One option is a secret entrance they can discover, another is to find out that the McGuffin is about to be moved, perhaps they can use disguises, they could go in <s>guns </s>spells blazing. Maybe they'll figure something else out. </p><p></p><p>Ultimately though there are several ways to get the McGuffin. Fate just gives them different options to achieve their goals, in either case the players have agency to decide <em>how</em> or even <em>if</em> they achieve their goal.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9080666, member: 6801845"] First, there's nothing wrong with this. Despite what people are claiming, I don't think this is in any way "bad" even if it wouldn't be my preferred style of play. However, the player in this case is dictating the reality of the world, not the DM. In a D&D game players frequently remind the DM of their connections and background. By default the DM then decides whether or not to reveal an existing secret entrance, perhaps after a skill check. Whether the DM had the entrance planned out or just made it up on the spot because it made sense doesn't really matter. It was up to the DM to decide whether the secret entrance existed, not the player. Again, neither is right or wrong. I also don't see this as giving the player more agency, it's just a different way of resolving obstacles. In your Fate game, one way of overcoming the obstacle is to use your aspect. It's still the players choice to invoke their aspect to get into the castle. In D&D there would be presumably be other options to get into the castle. EDIT: right now I'm trying to figure out how the PCs might get the McGuffin that's in a protected area. One option is a secret entrance they can discover, another is to find out that the McGuffin is about to be moved, perhaps they can use disguises, they could go in [S]guns [/S]spells blazing. Maybe they'll figure something else out. Ultimately though there are several ways to get the McGuffin. Fate just gives them different options to achieve their goals, in either case the players have agency to decide [I]how[/I] or even [I]if[/I] they achieve their goal. [/QUOTE]
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What is player agency to you?
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