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What is player agency to you?
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<blockquote data-quote="Scott Christian" data-source="post: 9083432" data-attributes="member: 6901101"><p>Sorry, I assumed from my previous texts that the DM is not making things up on a whim. They are setting plot points and inciting events into notion, ones they have planned. This is not a case of the DM setting a more linear story into motion.</p><p></p><p>In a game that people spend, on average, 8 hours a month playing. A game where combat will often take approximately 1/2 of those hours. A game, where sometimes, buying 50' rope can turn into a 10 minute RP session. A game where there are often plot points or exploration points that need to be decided and/or dealt with. And a game that has four to six players, all with backgrounds and aspirations. How often do you think the DM should try?</p><p>I mean two or three scenarios, at best, is probably all they would have time for. And if the player takes none of it? Should they keep trying?</p><p></p><p>This is often a sticking point for me, so I am going to dig my heels in a bit. Everyone preaching about what DMs should do almost never look at the in-game time. And when it is pointed out, they either hand-wave it by saying, it doesn't take long, or they insist on these non-realistic time perimeters, such as, "Our group's 8th level combat only takes seven minutes." Yet, when asked to show proof of any of this, they never do. They actually, never can. </p><p></p><p>So, I get your point. I <em>do</em> think the DM should try. But, every time a DM tries, and the player doesn't bite is also a time that takes away from others - and game-time is not unlimited! </p><p></p><p>To use an analogy, it's the couch-coaches of the world. "These players should be stronger, if I were coach, I would have them in the weight room. These players should have more endurance. If I were coach, I would have them running all the time. These players should have better fundamentals. If I were coach, we'd be drilling fundamentals every day. These players should have tricks up their sleeve. If I were coach, I'd be practicing all sorts of tricks. These players should have more creative styles. If I were coach, I'd have them do drills that increased their creativity."</p><p></p><p>There is only so much practice time for coaches, just like there is only so much prep time, and more importantly, <em>play time</em> for a D&D group. Therefore, a table sometimes needs to decide what to focus on. And sometimes, that comes at the expense of not incorporating a background. </p><p></p><p>Sorry for the rant. But when this time piece is ignored, it really "grind my gears." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (But we are in agreement, the DM should try.)</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9083432, member: 6901101"] Sorry, I assumed from my previous texts that the DM is not making things up on a whim. They are setting plot points and inciting events into notion, ones they have planned. This is not a case of the DM setting a more linear story into motion. In a game that people spend, on average, 8 hours a month playing. A game where combat will often take approximately 1/2 of those hours. A game, where sometimes, buying 50' rope can turn into a 10 minute RP session. A game where there are often plot points or exploration points that need to be decided and/or dealt with. And a game that has four to six players, all with backgrounds and aspirations. How often do you think the DM should try? I mean two or three scenarios, at best, is probably all they would have time for. And if the player takes none of it? Should they keep trying? This is often a sticking point for me, so I am going to dig my heels in a bit. Everyone preaching about what DMs should do almost never look at the in-game time. And when it is pointed out, they either hand-wave it by saying, it doesn't take long, or they insist on these non-realistic time perimeters, such as, "Our group's 8th level combat only takes seven minutes." Yet, when asked to show proof of any of this, they never do. They actually, never can. So, I get your point. I [I]do[/I] think the DM should try. But, every time a DM tries, and the player doesn't bite is also a time that takes away from others - and game-time is not unlimited! To use an analogy, it's the couch-coaches of the world. "These players should be stronger, if I were coach, I would have them in the weight room. These players should have more endurance. If I were coach, I would have them running all the time. These players should have better fundamentals. If I were coach, we'd be drilling fundamentals every day. These players should have tricks up their sleeve. If I were coach, I'd be practicing all sorts of tricks. These players should have more creative styles. If I were coach, I'd have them do drills that increased their creativity." There is only so much practice time for coaches, just like there is only so much prep time, and more importantly, [I]play time[/I] for a D&D group. Therefore, a table sometimes needs to decide what to focus on. And sometimes, that comes at the expense of not incorporating a background. Sorry for the rant. But when this time piece is ignored, it really "grind my gears." ;) (But we are in agreement, the DM should try.) [/QUOTE]
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