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What is player agency to you?
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<blockquote data-quote="Maxperson" data-source="post: 9085690" data-attributes="member: 23751"><p>Do they? </p><p></p><p>DGM Page 4 under The Dungeon Master</p><p></p><p>"As a storyteller, the DM helps the other players visualize what's happening around them,<strong> improvising when the adventurers do something or go somewhere unexpected</strong>."</p><p></p><p>And...</p><p></p><p>"And as a referee, <strong>the DM</strong> interprets the rules and <strong>decides when to abide by them and when to change them</strong>."</p><p></p><p>And...</p><p></p><p>"The D&D rules help you and the other players have a good time, but <strong>the rules aren't in charge. You're the DM, and you are in charge of the game</strong>."</p><p></p><p>DMG page 5 under Master of Adventures</p><p></p><p>"The rules don't account for every possible situation that might arise during a typical D&D session."</p><p></p><p>DMG page 235 under Running the Game</p><p></p><p>"RULES ENABLE YOU AND YOUR PLAYERS TO HAVE fun at the table. <strong>The rules serve you, not vice versa</strong>."</p><p></p><p>DMG Page 237 under The Middle Path</p><p></p><p>"<strong>Remember that dice don't run your game-you do. Dice are like rules</strong>. They're tools to help keep the action moving. At any time, you can decide that a player's action is automatically successful. You can also grant the player advantage on any ability check, reducing the chance of a bad die roll foiling the character's plans.<strong> By the same token, a bad plan</strong> or unfortunate circumstances <strong>can transform the easiest task into an impossibility</strong>, or at least impose disadvantage."</p><p></p><p>DMG Page 263 under Dungeon Master's Workshop</p><p></p><p>"<strong>AS THE DUNGEON MASTER, YOU AREN'T LIMITED by the rules in the Player's Handbook</strong>, the guidelines in this book, or the selection of monsters in the Monster Manual."</p><p></p><p>From what I can see the DM isn't obliged to follow what the backgrounds say if circumstances warrant a different ruling.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9085690, member: 23751"] Do they? DGM Page 4 under The Dungeon Master "As a storyteller, the DM helps the other players visualize what's happening around them,[B] improvising when the adventurers do something or go somewhere unexpected[/B]." And... "And as a referee, [B]the DM[/B] interprets the rules and [B]decides when to abide by them and when to change them[/B]." And... "The D&D rules help you and the other players have a good time, but [B]the rules aren't in charge. You're the DM, and you are in charge of the game[/B]." DMG page 5 under Master of Adventures "The rules don't account for every possible situation that might arise during a typical D&D session." DMG page 235 under Running the Game "RULES ENABLE YOU AND YOUR PLAYERS TO HAVE fun at the table. [B]The rules serve you, not vice versa[/B]." DMG Page 237 under The Middle Path "[B]Remember that dice don't run your game-you do. Dice are like rules[/B]. They're tools to help keep the action moving. At any time, you can decide that a player's action is automatically successful. You can also grant the player advantage on any ability check, reducing the chance of a bad die roll foiling the character's plans.[B] By the same token, a bad plan[/B] or unfortunate circumstances [B]can transform the easiest task into an impossibility[/B], or at least impose disadvantage." DMG Page 263 under Dungeon Master's Workshop "[B]AS THE DUNGEON MASTER, YOU AREN'T LIMITED by the rules in the Player's Handbook[/B], the guidelines in this book, or the selection of monsters in the Monster Manual." From what I can see the DM isn't obliged to follow what the backgrounds say if circumstances warrant a different ruling. [/QUOTE]
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