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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9082062" data-attributes="member: 42582"><p>Here's the rules text that I read. To me, it doesn't seem to say what you say it says:</p><p></p><p style="margin-left: 20px">PHB p 258: Sometimes a quest is spelled out for you at the start of an adventure. . . . You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. For instance, perhaps your mother is the person whose remains lie in the Fortress of the Iron Ring. Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">DMG pp 103, 122, 125: Design quests so that they have a clear start, a clear goal, and clear consequences. Any quest should provide a ready answer for when the players ask, “What should we do now?” . . . Quests should focus on the story reasons for adventuring, not on the underlying basic actions of the game - killing monsters and acquiring treasure. “Defeat ten encounters of your level” isn’t a quest. It’s a recipe for advancing a level. Completing it is its own reward. “Make Harrows Pass safe for travelers” is a quest, even if the easiest way to accomplish it happens to be defeating ten encounters of the characters’ level. This quest is a story-based goal, and one that has at least the possibility of solution by other means. . . . You should 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. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Completing quests earns rewards for the PCs. These rewards primarily take the form of treasure (both money and items) and experience points, but quests can also have less concrete rewards. Perhaps someone owes them a favor, they’ve earned the respect of an organization that might give them future quests, or they’ve established a contact who can provide them with important information or access.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The trickiest part of awarding treasure is determining what magic items to give out. Tailor these items to your party of characters. Remember that these are supposed to be items that excite the characters, items they want to use rather than sell or disenchant. If none of the characters in your 6th-level party uses a longbow, don’t put a 10th-level longbow in your dungeon as treasure.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A great way to make sure you give players magic items they’ll be excited about is to ask them for wish lists. At the start of each level, have each player write down a list of three to five items that they are intrigued by that are no more than four levels above their own level. You can choose treasure from those lists (making sure to place an item from a different character’s list each time), crossing the items off as the characters find them.</p><p></p><p>A player-authored quest establishes a story-based goal, and appropriate elements of the shared fiction to support that goal - perhaps places, antagonists, background elements, etc. Player magic-item wishlists likewise establish elements of the shared fiction, though probably a bit more pedestrian ones. In both cases, these set constraints on what the GM does. The GM has to frame the quest, and has to provide the item via the treasure parcel system.</p><p></p><p>Ever? For anyone? So what was all that stuff in the 4e DMG2 about player-narrated vignettes and the like doing, then? Or the stuff about player-authored quests, and magic-item wishlists, that I've just quoted?</p><p></p><p>I think you are universalising what are merely your own preferences and approaches, which to me seem to be pretty close to mainstream late-80s and 90s D&D.</p><p></p><p>I would add to this: <em>cohesion as conceived by the referee</em>. Because there are endless ways of having a coherent session in which a Pasha in the City of Brass will willingly meet with a high level D&D PC.</p><p></p><p>For fun, here's an actual play report of a meeting between high level 4e PCs and Yan-C-Bin:</p><p>This also illustrates how D&D - at least 4e D&D - can be played in a manner that is high player agency.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9082062, member: 42582"] Here's the rules text that I read. To me, it doesn't seem to say what you say it says: [indent]PHB p 258: Sometimes a quest is spelled out for you at the start of an adventure. . . . You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. For instance, perhaps your mother is the person whose remains lie in the Fortress of the Iron Ring. Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story. DMG pp 103, 122, 125: Design quests so that they have a clear start, a clear goal, and clear consequences. Any quest should provide a ready answer for when the players ask, “What should we do now?” . . . Quests should focus on the story reasons for adventuring, not on the underlying basic actions of the game - killing monsters and acquiring treasure. “Defeat ten encounters of your level” isn’t a quest. It’s a recipe for advancing a level. Completing it is its own reward. “Make Harrows Pass safe for travelers” is a quest, even if the easiest way to accomplish it happens to be defeating ten encounters of the characters’ level. This quest is a story-based goal, and one that has at least the possibility of solution by other means. . . . You should 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. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible! Completing quests earns rewards for the PCs. These rewards primarily take the form of treasure (both money and items) and experience points, but quests can also have less concrete rewards. Perhaps someone owes them a favor, they’ve earned the respect of an organization that might give them future quests, or they’ve established a contact who can provide them with important information or access. The trickiest part of awarding treasure is determining what magic items to give out. Tailor these items to your party of characters. Remember that these are supposed to be items that excite the characters, items they want to use rather than sell or disenchant. If none of the characters in your 6th-level party uses a longbow, don’t put a 10th-level longbow in your dungeon as treasure. A great way to make sure you give players magic items they’ll be excited about is to ask them for wish lists. At the start of each level, have each player write down a list of three to five items that they are intrigued by that are no more than four levels above their own level. You can choose treasure from those lists (making sure to place an item from a different character’s list each time), crossing the items off as the characters find them.[/indent] A player-authored quest establishes a story-based goal, and appropriate elements of the shared fiction to support that goal - perhaps places, antagonists, background elements, etc. Player magic-item wishlists likewise establish elements of the shared fiction, though probably a bit more pedestrian ones. In both cases, these set constraints on what the GM does. The GM has to frame the quest, and has to provide the item via the treasure parcel system. Ever? For anyone? So what was all that stuff in the 4e DMG2 about player-narrated vignettes and the like doing, then? Or the stuff about player-authored quests, and magic-item wishlists, that I've just quoted? I think you are universalising what are merely your own preferences and approaches, which to me seem to be pretty close to mainstream late-80s and 90s D&D. I would add to this: [I]cohesion as conceived by the referee[/I]. Because there are endless ways of having a coherent session in which a Pasha in the City of Brass will willingly meet with a high level D&D PC. For fun, here's an actual play report of a meeting between high level 4e PCs and Yan-C-Bin: This also illustrates how D&D - at least 4e D&D - can be played in a manner that is high player agency. [/QUOTE]
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