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What is player agency to you?
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<blockquote data-quote="hawkeyefan" data-source="post: 9094788" data-attributes="member: 6785785"><p>Don’t you think that says a lot about the focus of 5e vs. the focus of a game like Dungeon World?</p><p></p><p>In 5e, the BIFTs are little more than a tacked on afterthought, ignored entirely by a seemingly significant portion of the playing pool. At best, they’re suggestions to encourage and reward roleplaying, but aren’t required, and certainly don’t make things difficult for the player unless they choose to allow them to.</p><p></p><p>In Dungeon World and its derivative Stonetop, they’re essential to play. Your XP is dependent upon them, and your bonds help the GM with what to use in play. I’m more familiar with Stonetop myself, and the entirety of the game revolves around fighting for the people you care about.</p><p></p><p></p><p></p><p>But the published modules are the primary teaching tool for DMs. The primary example of what play should be like. So I think you have to consider them in this type of discussion because they’ve undoubtedly had an impact on most DMs, in one way or another. Obviously, that impact will vary across time and editions, but it is significant, no matter what.</p><p></p><p>Also, published modules don’t need to follow the 5e format. Look at older editions before the Adventure Path model really took hold (though, as the G-D series shows, it was always kind of present). Look outside of 5e. Two games I enjoy that are pretty far apart as far as style, Mothership and Spire (the first is very traditional and the second very narrative) both have fantastic published scenarios.</p><p></p><p>Mothership offers a few different types of adventures from a sandbox space station to a haunted factory that serves as a mega-dungeon. Spire has three published scenarios that all involve investigative shenanigans that are little more than a beginning scenario and the related factions and NPCs.</p><p></p><p>There’s no need for WotC to produce the large Adventure Path style books except that they appear to be successful. They also cost significantly more; Mothership scenarios are about $15-$20 in print, and less in pdf, Spire offers all their campaign frames free in PDF and $10 for print.</p><p></p><p>And their success means that their primacy as examples will continue. Especially given how easily 5e players and DMs seem to dismiss anything outside of 5e.</p><p></p><p></p><p></p><p>Except he went on to point out it wasn’t a misunderstanding at all. “Not even remotely”, I believe were the words used.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9094788, member: 6785785"] Don’t you think that says a lot about the focus of 5e vs. the focus of a game like Dungeon World? In 5e, the BIFTs are little more than a tacked on afterthought, ignored entirely by a seemingly significant portion of the playing pool. At best, they’re suggestions to encourage and reward roleplaying, but aren’t required, and certainly don’t make things difficult for the player unless they choose to allow them to. In Dungeon World and its derivative Stonetop, they’re essential to play. Your XP is dependent upon them, and your bonds help the GM with what to use in play. I’m more familiar with Stonetop myself, and the entirety of the game revolves around fighting for the people you care about. But the published modules are the primary teaching tool for DMs. The primary example of what play should be like. So I think you have to consider them in this type of discussion because they’ve undoubtedly had an impact on most DMs, in one way or another. Obviously, that impact will vary across time and editions, but it is significant, no matter what. Also, published modules don’t need to follow the 5e format. Look at older editions before the Adventure Path model really took hold (though, as the G-D series shows, it was always kind of present). Look outside of 5e. Two games I enjoy that are pretty far apart as far as style, Mothership and Spire (the first is very traditional and the second very narrative) both have fantastic published scenarios. Mothership offers a few different types of adventures from a sandbox space station to a haunted factory that serves as a mega-dungeon. Spire has three published scenarios that all involve investigative shenanigans that are little more than a beginning scenario and the related factions and NPCs. There’s no need for WotC to produce the large Adventure Path style books except that they appear to be successful. They also cost significantly more; Mothership scenarios are about $15-$20 in print, and less in pdf, Spire offers all their campaign frames free in PDF and $10 for print. And their success means that their primacy as examples will continue. Especially given how easily 5e players and DMs seem to dismiss anything outside of 5e. Except he went on to point out it wasn’t a misunderstanding at all. “Not even remotely”, I believe were the words used. [/QUOTE]
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