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What is player agency to you?
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<blockquote data-quote="Oofta" data-source="post: 9085564" data-attributes="member: 6801845"><p>You're ignoring everywhere that the DM is the referee, they create the world, the DM is in charge not the rules and so on. A lot of things in my world aren't written down, in many ways most of the game is improvised. But again, I'm not improvising a reason for an ability not to apply, I'm improvising what I think appropriate reactions of NPCs would be. </p><p></p><p>Let's say I have a sailor PC in the group, but they're all halfway around the world from their home base. If I had anticipated that the sailor PC might try to get passage on board a ship and written down that it's not possible it would be "okay"? But if I think about it for a moment when it happens because the entire session has gone in a direction I didn't anticipate (i.e. typical) and decide it won't work suddenly I'm playing the game wrong? What if I have the PC roll a percentile die because there's a slim possibility there's a ship with someone he knows? What if the PCs want to go to a port that's blockaded and no ships can get in?</p><p></p><p>I don't see why it matters. Ultimately the DM is the one making the call and deciding how the world works.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9085564, member: 6801845"] You're ignoring everywhere that the DM is the referee, they create the world, the DM is in charge not the rules and so on. A lot of things in my world aren't written down, in many ways most of the game is improvised. But again, I'm not improvising a reason for an ability not to apply, I'm improvising what I think appropriate reactions of NPCs would be. Let's say I have a sailor PC in the group, but they're all halfway around the world from their home base. If I had anticipated that the sailor PC might try to get passage on board a ship and written down that it's not possible it would be "okay"? But if I think about it for a moment when it happens because the entire session has gone in a direction I didn't anticipate (i.e. typical) and decide it won't work suddenly I'm playing the game wrong? What if I have the PC roll a percentile die because there's a slim possibility there's a ship with someone he knows? What if the PCs want to go to a port that's blockaded and no ships can get in? I don't see why it matters. Ultimately the DM is the one making the call and deciding how the world works. [/QUOTE]
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