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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9080970" data-attributes="member: 42582"><p>This thread is tagged "D&D general". 4e D&D is a version of D&D. In 4e D&D, players get to establish quests - that is to say, adventure frameworks that the GM is obliged to flesh out. This has more in common with the play procedures of Burning Wheel (where the GM's job is to frame scenes that will challenge player-authored PC Beliefs) than with (say) the modules Dead Gods (2nd ed AD&D) or Expedition to the Demonweb Pits (3E D&D), where all the quests and goals of play are already established by the adventure author.</p><p></p><p>Gygax's AD&D is a version of D&D. In his advice to players near the end of his PHB, Gygax makes it clear that it is the <em>players'</em> role to set goals for play, and to do their best to control what scenes are framed (he doesn't use the language of scene-framing; he focuses on entering/exploring dungeon rooms - but in dungeon-crawl play, to open a door is to trigger the framing of a scene). This is quite different from an approach to play which assumes that the players will proceed through a series of scenes determined by the GM (say, the 3E module Speaker in Dreams).</p><p></p><p>The idea that D&D has - across all its iterations - some monolithic uniformity in how it handles player agency is just wrong.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9080970, member: 42582"] This thread is tagged "D&D general". 4e D&D is a version of D&D. In 4e D&D, players get to establish quests - that is to say, adventure frameworks that the GM is obliged to flesh out. This has more in common with the play procedures of Burning Wheel (where the GM's job is to frame scenes that will challenge player-authored PC Beliefs) than with (say) the modules Dead Gods (2nd ed AD&D) or Expedition to the Demonweb Pits (3E D&D), where all the quests and goals of play are already established by the adventure author. Gygax's AD&D is a version of D&D. In his advice to players near the end of his PHB, Gygax makes it clear that it is the [I]players'[/I] role to set goals for play, and to do their best to control what scenes are framed (he doesn't use the language of scene-framing; he focuses on entering/exploring dungeon rooms - but in dungeon-crawl play, to open a door is to trigger the framing of a scene). This is quite different from an approach to play which assumes that the players will proceed through a series of scenes determined by the GM (say, the 3E module Speaker in Dreams). The idea that D&D has - across all its iterations - some monolithic uniformity in how it handles player agency is just wrong. [/QUOTE]
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