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General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="SteveC" data-source="post: 9082436" data-attributes="member: 9053"><p>I absolutely agree with what you wrote here, and it really does get to the heart of agency for me. If a player has an ability like you're describing, I would absolutely expect it to function in the City of Brass or on Olympus or pretty much every other realm. Maybe that's because I'm reading fairy tales and mythological stories to my daughter, but the social dynamics of the "real world" do seem to be reflected in higher planes. </p><p></p><p>Beyond that: it's a character taking some initiative to turn the game session in terms of their character's background, and that's something I want to encourage. Beyond even that: it's going to make for an exciting encounter that the players might be talking about years later. It's going to make for a more interesting game than: <em>no, you can't do that. Go back to what the adventure is telling you to do next</em>.</p><p></p><p>I can't imagine a GM who wouldn't be chomping at the bit to make the character's lives more interesting and dangerous with such an experience. Especially if most of the group has neglected social skills and graces. It could make for a very interesting experience indeed.</p><p></p><p>Just saying "no" is a cop out. At the very least, I'd give the player a skill check in situations like this where you could determine if they could proceed or not. And not at some insane super-human difficulty level either, that's just masking saying "no."</p><p></p><p>We're not at the level of Fate or PbtA here, we're just letting a character make the game more interesting and wonderous by using one of their character's abilities. Now I would argue that introducing some of the elements from those games into D&D makes it better, but it also makes it a different game, which is not to everyone's tastes.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9082436, member: 9053"] I absolutely agree with what you wrote here, and it really does get to the heart of agency for me. If a player has an ability like you're describing, I would absolutely expect it to function in the City of Brass or on Olympus or pretty much every other realm. Maybe that's because I'm reading fairy tales and mythological stories to my daughter, but the social dynamics of the "real world" do seem to be reflected in higher planes. Beyond that: it's a character taking some initiative to turn the game session in terms of their character's background, and that's something I want to encourage. Beyond even that: it's going to make for an exciting encounter that the players might be talking about years later. It's going to make for a more interesting game than: [I]no, you can't do that. Go back to what the adventure is telling you to do next[/I]. I can't imagine a GM who wouldn't be chomping at the bit to make the character's lives more interesting and dangerous with such an experience. Especially if most of the group has neglected social skills and graces. It could make for a very interesting experience indeed. Just saying "no" is a cop out. At the very least, I'd give the player a skill check in situations like this where you could determine if they could proceed or not. And not at some insane super-human difficulty level either, that's just masking saying "no." We're not at the level of Fate or PbtA here, we're just letting a character make the game more interesting and wonderous by using one of their character's abilities. Now I would argue that introducing some of the elements from those games into D&D makes it better, but it also makes it a different game, which is not to everyone's tastes. [/QUOTE]
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What is player agency to you?
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