Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mamba" data-source="post: 9087404" data-attributes="member: 7034611"><p>I like that description, but want to focus on one part</p><p></p><p>that to me sounds like first of all the story is emergent, not somewhat roughly laid out, with enough room to ‘breathe’. You know what the themes are, because those come from the players, but not at all how things will develop.</p><p></p><p>So the story unfolds at the table with no one beforehand knowing what will happen, not even to the degree to which a ‘traditional’ DM does (the rough layout).</p><p></p><p>Does that mean there is no prep work at all, or are you thinking about these things ahead of time in a ‘if the opportunity arises, I’d …’ kind of way?</p><p></p><p>How do you as the DM ensure that the story accomplishes the below in a satisfactory way</p><p></p><p></p><p></p><p>and does not just randomly meander all over the place without getting any closer to the climax?</p><p></p><p>Is that built into the ruleset, and it keeps rising the tension by itself? Is that something you subtly nudge in that direction? Do the players decide that what just happened through rolls on some tables was good enough to constitute that rise and act accordingly? Do they keep rising the tension by bringing in new elements when they think it is a good time to do do? All of this?</p><p></p><p>To put it into maybe the least charitable interpretation, is the story simply what outcome random rolls resulted in (plus the actions the players took either to achieve them or as a reaction to them) and how the group agreed to make sense of them to form as coherent a storyline as the rolls allowed (not just at the end, but throughout play, to maintain a consistent understanding of the situation)?</p><p></p><p>To me it does sound a little like that, with the player introducing a new element (the item in the tower they had to leave long ago) when they think of it (I still maintain that is what they did, even when for the consistency of the world it is being framed as remembering).</p><p>Some rolls decide how believable it is to only ‘remember’ this now / at all (so you do not remember that you left your pink pet dragon there and are now looking for that…), some more rolls determine whether they find the item, or what they find instead, and the DM (or players?) has to then on the fly make sense of what they actually found when it was not that item but some randomly rolled one, because obviously the DM had not planned for that other item to be there and what its implications are.</p><p></p><p>I am not saying you cannot get interesting and most of all surprising stories that way, but I wonder about how to steer / control the story arc. Is that ‘just’ a matter of thinking on your feet, or does more go into it?</p></blockquote><p></p>
[QUOTE="mamba, post: 9087404, member: 7034611"] I like that description, but want to focus on one part that to me sounds like first of all the story is emergent, not somewhat roughly laid out, with enough room to ‘breathe’. You know what the themes are, because those come from the players, but not at all how things will develop. So the story unfolds at the table with no one beforehand knowing what will happen, not even to the degree to which a ‘traditional’ DM does (the rough layout). Does that mean there is no prep work at all, or are you thinking about these things ahead of time in a ‘if the opportunity arises, I’d …’ kind of way? How do you as the DM ensure that the story accomplishes the below in a satisfactory way and does not just randomly meander all over the place without getting any closer to the climax? Is that built into the ruleset, and it keeps rising the tension by itself? Is that something you subtly nudge in that direction? Do the players decide that what just happened through rolls on some tables was good enough to constitute that rise and act accordingly? Do they keep rising the tension by bringing in new elements when they think it is a good time to do do? All of this? To put it into maybe the least charitable interpretation, is the story simply what outcome random rolls resulted in (plus the actions the players took either to achieve them or as a reaction to them) and how the group agreed to make sense of them to form as coherent a storyline as the rolls allowed (not just at the end, but throughout play, to maintain a consistent understanding of the situation)? To me it does sound a little like that, with the player introducing a new element (the item in the tower they had to leave long ago) when they think of it (I still maintain that is what they did, even when for the consistency of the world it is being framed as remembering). Some rolls decide how believable it is to only ‘remember’ this now / at all (so you do not remember that you left your pink pet dragon there and are now looking for that…), some more rolls determine whether they find the item, or what they find instead, and the DM (or players?) has to then on the fly make sense of what they actually found when it was not that item but some randomly rolled one, because obviously the DM had not planned for that other item to be there and what its implications are. I am not saying you cannot get interesting and most of all surprising stories that way, but I wonder about how to steer / control the story arc. Is that ‘just’ a matter of thinking on your feet, or does more go into it? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
Top