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General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9087737" data-attributes="member: 82106"><p>Well, lets look at PbtA games here, like DW or AW. When a situation comes up, the GM has made a move and the players are responding (even coming to a locked door is such a move, though it may be 'draw from your prep') the players describe their action. If its simply fictionally possible for them to go on past this point, then no obstacle exists and that's what happens (granting that some cases may open up a hard move if the players simply 'move on' and don't address whatever it is, the 'golden platter' rule.). </p><p></p><p>Otherwise there is a judgment, is the action fictionally capable of resolving the situation? If not then the obstacle remains and maybe the GM makes another move, or maybe they just ask the players what they do next. Things like 'stick a rat head in the lock' would fall under this definition most likely. "OK, the rat's guts are all over your hands now, what do you do next?" </p><p></p><p>Finally an actual check can happen. A move is triggered, the player rolls 2d6, the fiction moves on, either in the direction the player wishes, or in some other direction depending on the dice. Often the player gets what they want, but the GM also gets to describe how things get more complicated (the lockpicks break, the door triggers an alarm, etc.). </p><p></p><p>This is exactly how things work in real world play in games that offer full agency to players. In fact the locus of the difference between this and 5e D&D is not even necessarily at this point, as [USER=71699]@clearstream[/USER] has well-articulated how the 5e DMG offers advice which can produce largely similar kinds of play (though I contend it has other related issues, but that's a whole other discussion).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9087737, member: 82106"] Well, lets look at PbtA games here, like DW or AW. When a situation comes up, the GM has made a move and the players are responding (even coming to a locked door is such a move, though it may be 'draw from your prep') the players describe their action. If its simply fictionally possible for them to go on past this point, then no obstacle exists and that's what happens (granting that some cases may open up a hard move if the players simply 'move on' and don't address whatever it is, the 'golden platter' rule.). Otherwise there is a judgment, is the action fictionally capable of resolving the situation? If not then the obstacle remains and maybe the GM makes another move, or maybe they just ask the players what they do next. Things like 'stick a rat head in the lock' would fall under this definition most likely. "OK, the rat's guts are all over your hands now, what do you do next?" Finally an actual check can happen. A move is triggered, the player rolls 2d6, the fiction moves on, either in the direction the player wishes, or in some other direction depending on the dice. Often the player gets what they want, but the GM also gets to describe how things get more complicated (the lockpicks break, the door triggers an alarm, etc.). This is exactly how things work in real world play in games that offer full agency to players. In fact the locus of the difference between this and 5e D&D is not even necessarily at this point, as [USER=71699]@clearstream[/USER] has well-articulated how the 5e DMG offers advice which can produce largely similar kinds of play (though I contend it has other related issues, but that's a whole other discussion). [/QUOTE]
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