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What is player agency to you?
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<blockquote data-quote="Oofta" data-source="post: 9081266" data-attributes="member: 6801845"><p>Player originated quests are just a suggestion in 4E, a paragraph at the end of 2 pages on quests that says (emphasis added) "[As DM] You <strong>should </strong>allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure." It's "should", not "must".</p><p></p><p>Quests in 4E are just a general way of codifying story arcs and goals, details of what happens are always left up to the DM. None of this is really any different from how I've ever played D&D in any edition. There's never been an issue with a player saying "I would like to do X." Such things are just a outline or goal that the player suggests. The DM is still the one taking the basic idea and making it happen. It's not the player giving any details, it's that their character Inigo Definitely-not-Montoya wants to become a great swordsman so he can hunt down the man who killed his father. In 5E, that's something that would likely be part of the PC's background.</p><p></p><p>I've always worked with individuals if they want to do something special. For the most part, goals in my games are driven by player decisions. It has nothing to do with edition.</p><p></p><p>Last, but not least, I disagree that this has much to do with player agency one way or another. It will always be up to the group of what kind of campaign they pursue. A module with clearly defined goals and targets? A sandbox campaign? Something in-between? All editions of D&D have been the same in this fashion.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9081266, member: 6801845"] Player originated quests are just a suggestion in 4E, a paragraph at the end of 2 pages on quests that says (emphasis added) "[As DM] You [B]should [/B]allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure." It's "should", not "must". Quests in 4E are just a general way of codifying story arcs and goals, details of what happens are always left up to the DM. None of this is really any different from how I've ever played D&D in any edition. There's never been an issue with a player saying "I would like to do X." Such things are just a outline or goal that the player suggests. The DM is still the one taking the basic idea and making it happen. It's not the player giving any details, it's that their character Inigo Definitely-not-Montoya wants to become a great swordsman so he can hunt down the man who killed his father. In 5E, that's something that would likely be part of the PC's background. I've always worked with individuals if they want to do something special. For the most part, goals in my games are driven by player decisions. It has nothing to do with edition. Last, but not least, I disagree that this has much to do with player agency one way or another. It will always be up to the group of what kind of campaign they pursue. A module with clearly defined goals and targets? A sandbox campaign? Something in-between? All editions of D&D have been the same in this fashion. [/QUOTE]
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