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What is player agency to you?
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<blockquote data-quote="FrogReaver" data-source="post: 9090251" data-attributes="member: 6795602"><p>Well, you should consider it. Take group A as an example. They plan to just wait on dragon to return to town. There's nearly nothing meaningful they can do day by day if that's their plan, and then if they try to actually enact it by doing something like going to the bar and waiting on the dragon, you take their PC's away from them (see below).</p><p></p><p>Like I've heard of railroading, but dang!</p><p></p><p></p><p></p><p>This has to be the #1 most egregious example of taking away player agency. This is worse than rocks fall you die.</p><p></p><p></p><p></p><p>Almost impossible to find Dragon that leaves the groups wandering aimlessly yields a near complete lack of agency - and even if they are partly to blame for not finding/remember/using the clues, that doesn't take away from the fact that they currently have little to no ability to effect the campaign.</p><p></p><p></p><p></p><p></p><p>Whether they are 'bad' ideas or not, it sounds like you are shooting most all of them down outright - another agency impacting move.</p><p></p><p></p><p>-In short, your campaign scenario along with the way you DM has led to an environment where the players basically have to wander around in the wilderness in hopes of finding the dragon. They can't go randomly talk to townspeople, they may get possessed by a ghost and sit there doing nothing for an hour. They can't make plans to get an advantage of any kind because you always say no. And to top it off, they can't even wait on the Dragon to just come to them because you don't advance time. </p><p></p><p>I actually was leaning toward the players just being a bit too entitled and that you mostly ran a normalish game, but it's not them, it's you.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9090251, member: 6795602"] Well, you should consider it. Take group A as an example. They plan to just wait on dragon to return to town. There's nearly nothing meaningful they can do day by day if that's their plan, and then if they try to actually enact it by doing something like going to the bar and waiting on the dragon, you take their PC's away from them (see below). Like I've heard of railroading, but dang! This has to be the #1 most egregious example of taking away player agency. This is worse than rocks fall you die. Almost impossible to find Dragon that leaves the groups wandering aimlessly yields a near complete lack of agency - and even if they are partly to blame for not finding/remember/using the clues, that doesn't take away from the fact that they currently have little to no ability to effect the campaign. Whether they are 'bad' ideas or not, it sounds like you are shooting most all of them down outright - another agency impacting move. -In short, your campaign scenario along with the way you DM has led to an environment where the players basically have to wander around in the wilderness in hopes of finding the dragon. They can't go randomly talk to townspeople, they may get possessed by a ghost and sit there doing nothing for an hour. They can't make plans to get an advantage of any kind because you always say no. And to top it off, they can't even wait on the Dragon to just come to them because you don't advance time. I actually was leaning toward the players just being a bit too entitled and that you mostly ran a normalish game, but it's not them, it's you. [/QUOTE]
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