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What is player agency to you?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9087707" data-attributes="member: 82106"><p>D&D, generally, has few 'leftward arrows', that is play structure which goes from specific mechanical processes and outcomes back into fiction in a way that then defines the new fictional state. D&D combat is notoriously lacking in fictional relevance, you can do an entire combat in pretty much any version of D&D without once referring to the fiction. At most a game like 5e, where there may not be a 'board' may have some fairly weak tie backs where the GM MAY describe certain outcomes as having fictional effects that themselves have consequences in mechanical terms. This is often in the form of things like loosely described spell effects, or 'terrain fiction' where the GM might decide that a character has been forced back onto some unfavorable terrain and suffers some sort of effect from that. </p><p></p><p>4e interestingly can play that way, as mere 'skirmish game' fights, but the deep tie ins between character's abilities (powers, feats, items, class abilities, etc.) and lore/plot/fiction/location often suggests much more. Things like terrain powers, page 42, and the general 'say yes and...' sort of GM advice can produce a much richer game in that respect. Its a bit TIGHTER game in some ways, which some like and others don't, but it is illustrative of how a lot of little things can really have a deep effect on how a game plays.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9087707, member: 82106"] D&D, generally, has few 'leftward arrows', that is play structure which goes from specific mechanical processes and outcomes back into fiction in a way that then defines the new fictional state. D&D combat is notoriously lacking in fictional relevance, you can do an entire combat in pretty much any version of D&D without once referring to the fiction. At most a game like 5e, where there may not be a 'board' may have some fairly weak tie backs where the GM MAY describe certain outcomes as having fictional effects that themselves have consequences in mechanical terms. This is often in the form of things like loosely described spell effects, or 'terrain fiction' where the GM might decide that a character has been forced back onto some unfavorable terrain and suffers some sort of effect from that. 4e interestingly can play that way, as mere 'skirmish game' fights, but the deep tie ins between character's abilities (powers, feats, items, class abilities, etc.) and lore/plot/fiction/location often suggests much more. Things like terrain powers, page 42, and the general 'say yes and...' sort of GM advice can produce a much richer game in that respect. Its a bit TIGHTER game in some ways, which some like and others don't, but it is illustrative of how a lot of little things can really have a deep effect on how a game plays. [/QUOTE]
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