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What is player agency to you?
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<blockquote data-quote="hawkeyefan" data-source="post: 9082798" data-attributes="member: 6785785"><p>Yup. Very well said. </p><p></p><p></p><p></p><p>But they did escape, didn't they? So the island wasn't actually inescapable, was it? </p><p></p><p>Putting PCs on an "inescapable prison island" is an invitation for them to try and escape. They got off the island because of a loophole... and how was that loophole determined? My guess is that you had it in mind already because it's what "made sense" from a world building view. </p><p></p><p>So... you're in a thread about player agency, and you decide to share an example where you say you would not let any player side resources help them, but instead allowed them to proceed per the solution you'd already determined to the problem? </p><p></p><p>Okay. Again, that's fine... but if you don't see how that shows low player agency, I don't know what else I or anyone else can say. </p><p></p><p></p><p></p><p>Yup, these things are like content generators. New connections, new favors owed, possible enemies and all other kinds of entanglements. </p><p></p><p>It seems like a lot of folks don't want this kind of stuff. I suppose when you already have the next 3 sessions plotted out, you don't need new content for them. </p><p></p><p></p><p></p><p>Yup, it's really that simple.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9082798, member: 6785785"] Yup. Very well said. But they did escape, didn't they? So the island wasn't actually inescapable, was it? Putting PCs on an "inescapable prison island" is an invitation for them to try and escape. They got off the island because of a loophole... and how was that loophole determined? My guess is that you had it in mind already because it's what "made sense" from a world building view. So... you're in a thread about player agency, and you decide to share an example where you say you would not let any player side resources help them, but instead allowed them to proceed per the solution you'd already determined to the problem? Okay. Again, that's fine... but if you don't see how that shows low player agency, I don't know what else I or anyone else can say. Yup, these things are like content generators. New connections, new favors owed, possible enemies and all other kinds of entanglements. It seems like a lot of folks don't want this kind of stuff. I suppose when you already have the next 3 sessions plotted out, you don't need new content for them. Yup, it's really that simple. [/QUOTE]
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What is player agency to you?
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