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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="Maxperson" data-source="post: 9087499" data-attributes="member: 23751"><p>Apples and Oranges. An author is writing a story. A DM and players, even one who is railroading his players, are not writing a story. </p><p></p><p>In an RPG players have an expectation that their choices will mean something.</p><p></p><p>It does. Let's take a locked door in a long abandoned ruin. I want to open it. That's my choice. If I'm playing with someone who just wants to find reasons to say yes, I can do any of the following.</p><p></p><p>1) Take out lockpicks and try to open the door.</p><p>2) Run really hard at it and try to bash it open.</p><p>3) Take out a weapon and hack at it.</p><p>4) Pick up a stone and try to bash the lock.</p><p>5) Spit on the lock and hope(I guess) to loosen the mechanism.</p><p>6) Knock on the door and get someone on the other side to open it up.</p><p>7) Punch the metal lock with my hand.</p><p>8) Pick up a rat and shove it's head in the lock and twist.</p><p>9) Take out my lute and play a mystical sounding tune in the hopes that it has some sort of musical tone opening mechanism.</p><p>10) Tap dance in front of it in the hopes that it has some sort of dance combination to open.</p><p>11) Wait 10 hours for it to unlock itself.</p><p></p><p>All of those are done because of my choice to open the door, but some of them should get flat out "No" as a response, while others are good ideas. If all(or even nearly all) of the ideas put forth, both good and bad are going to get me a yes or a chance to work, then none of my choices really have any meaning. You are depriving my choice to get that door open of meaning by trivializing it with the "say yes" playstyle.</p><p></p><p>Or not. Since what I want is player agency that actually means something. Reducing my desires to nothing through the "say yes" playstyle isn't getting me what I want.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9087499, member: 23751"] Apples and Oranges. An author is writing a story. A DM and players, even one who is railroading his players, are not writing a story. In an RPG players have an expectation that their choices will mean something. It does. Let's take a locked door in a long abandoned ruin. I want to open it. That's my choice. If I'm playing with someone who just wants to find reasons to say yes, I can do any of the following. 1) Take out lockpicks and try to open the door. 2) Run really hard at it and try to bash it open. 3) Take out a weapon and hack at it. 4) Pick up a stone and try to bash the lock. 5) Spit on the lock and hope(I guess) to loosen the mechanism. 6) Knock on the door and get someone on the other side to open it up. 7) Punch the metal lock with my hand. 8) Pick up a rat and shove it's head in the lock and twist. 9) Take out my lute and play a mystical sounding tune in the hopes that it has some sort of musical tone opening mechanism. 10) Tap dance in front of it in the hopes that it has some sort of dance combination to open. 11) Wait 10 hours for it to unlock itself. All of those are done because of my choice to open the door, but some of them should get flat out "No" as a response, while others are good ideas. If all(or even nearly all) of the ideas put forth, both good and bad are going to get me a yes or a chance to work, then none of my choices really have any meaning. You are depriving my choice to get that door open of meaning by trivializing it with the "say yes" playstyle. Or not. Since what I want is player agency that actually means something. Reducing my desires to nothing through the "say yes" playstyle isn't getting me what I want. [/QUOTE]
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