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What is player agency to you?
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<blockquote data-quote="FrozenNorth" data-source="post: 9082413" data-attributes="member: 7020832"><p>I feel we are posting at cross-purposes, since I don’t understand how what I’m saying is relevant to your point and vice-versa.</p><p></p><p>I was responding to what I perceived was your point that adding more player authorial to D&D would break the game. My response is that I don’t think so.</p><p></p><p>One of the things I like about 5e is that it is relatively simple, so it is easy to add and modify elements. I don’t think anyone posting on this thread is playing unmodified D&D now.</p><p></p><p>If giving players more authorial control is a good thing, and I believe it is, there are a ton of ways to do it, some of which can be borrowed from other games that already do it.</p><p></p><p>However, I disagree with your last point, that to play D&D the DM HAS to have a large amount of information that is hidden from the players that the players will likely derail if they get more authorial input.</p><p></p><p>Even today, many DMs play D&D using a largely improvisational style.</p><p></p><p></p><p>It’s one of those tests where everyone grades themselves because the teacher has a hangover.</p><p></p><p>In my opinion, you added a crucial caveat to the Tulsa Doom example: “as long as it doesn’t conflict with the DM’s plans”.</p><p></p><p></p><p>I think taking an extremely broad definition of “player’s advantage”, to the point where “increases the player’s fun at the table” is considered an advantage waters down the proposed definition.</p><p></p><p></p><p>I mean, if “increases a player’s fun at the table” is an advantage, what is left? A player can make a change as long as it is insignificant and doesn’t impact their fun at the table?</p><p></p><p>That does militate in favour of my proposed definition: a player is “altering the game’s reality” when they exercise authorial power to establish a prior event or detail that meaningfully conflicts with something the DM has decided, whether it has been established or the table or not.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 9082413, member: 7020832"] I feel we are posting at cross-purposes, since I don’t understand how what I’m saying is relevant to your point and vice-versa. I was responding to what I perceived was your point that adding more player authorial to D&D would break the game. My response is that I don’t think so. One of the things I like about 5e is that it is relatively simple, so it is easy to add and modify elements. I don’t think anyone posting on this thread is playing unmodified D&D now. If giving players more authorial control is a good thing, and I believe it is, there are a ton of ways to do it, some of which can be borrowed from other games that already do it. However, I disagree with your last point, that to play D&D the DM HAS to have a large amount of information that is hidden from the players that the players will likely derail if they get more authorial input. Even today, many DMs play D&D using a largely improvisational style. It’s one of those tests where everyone grades themselves because the teacher has a hangover. In my opinion, you added a crucial caveat to the Tulsa Doom example: “as long as it doesn’t conflict with the DM’s plans”. I think taking an extremely broad definition of “player’s advantage”, to the point where “increases the player’s fun at the table” is considered an advantage waters down the proposed definition. I mean, if “increases a player’s fun at the table” is an advantage, what is left? A player can make a change as long as it is insignificant and doesn’t impact their fun at the table? That does militate in favour of my proposed definition: a player is “altering the game’s reality” when they exercise authorial power to establish a prior event or detail that meaningfully conflicts with something the DM has decided, whether it has been established or the table or not. [/QUOTE]
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