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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="Oofta" data-source="post: 9100098" data-attributes="member: 6801845"><p>I agree. At the same time different games just have different restrictions and roles for the people playing the game.</p><p></p><p></p><p></p><p>Which is your preference, doesn't mean other games have less agency. The players in my D&D game help establish the shared fiction every time we play, they just do it through the deeds and words of their PCs.</p><p></p><p></p><p></p><p>Perhaps in old school dungeon crawls. Still a valid way of running the game but not by any means the default.</p><p></p><p></p><p></p><p>Disagree 100% that the GM <em>must</em> be constrained, this is jut another example of going from stating your preference to stating your preference as fact. As a DM I'm constrained by the social contract at the table. If I want to continue to be a DM I'll be a neutral referee and not be adversarial. </p><p></p><p>Are there bad DMs? Obviously. But almost all DMs I've had over decades of play have been decent to excellent. I've rarely felt like the DM was not being consistent or fair. Except in rare occasions (and DMs I chose not to continue playing with) DMs have been fair with no need for rules constraints.</p><p></p><p></p><p></p><p>I have no issue with my open-ended urban campaigns to be constant or gameable. I've always found dungeon crawls boring after a while.</p><p></p><p>What's funny is that the more I read what you state, the more it feels like you want to make the game virtually into a card game when it comes to resolutions (RP is a different issue, I don't know how that plays in). D&D 4E certainly went that direction, especially if you used skill challenges exclusively to resolve pivotal moments outside of combat. To me having those kind of limitations and restrictions means the people at the table may have less agency and creativity. Many pivotal moments in my campaigns have nothing to do with the rules, it's the creative role playing interactions and decisions made by the group that drive the campaign forward.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9100098, member: 6801845"] I agree. At the same time different games just have different restrictions and roles for the people playing the game. Which is your preference, doesn't mean other games have less agency. The players in my D&D game help establish the shared fiction every time we play, they just do it through the deeds and words of their PCs. Perhaps in old school dungeon crawls. Still a valid way of running the game but not by any means the default. Disagree 100% that the GM [I]must[/I] be constrained, this is jut another example of going from stating your preference to stating your preference as fact. As a DM I'm constrained by the social contract at the table. If I want to continue to be a DM I'll be a neutral referee and not be adversarial. Are there bad DMs? Obviously. But almost all DMs I've had over decades of play have been decent to excellent. I've rarely felt like the DM was not being consistent or fair. Except in rare occasions (and DMs I chose not to continue playing with) DMs have been fair with no need for rules constraints. I have no issue with my open-ended urban campaigns to be constant or gameable. I've always found dungeon crawls boring after a while. What's funny is that the more I read what you state, the more it feels like you want to make the game virtually into a card game when it comes to resolutions (RP is a different issue, I don't know how that plays in). D&D 4E certainly went that direction, especially if you used skill challenges exclusively to resolve pivotal moments outside of combat. To me having those kind of limitations and restrictions means the people at the table may have less agency and creativity. Many pivotal moments in my campaigns have nothing to do with the rules, it's the creative role playing interactions and decisions made by the group that drive the campaign forward. [/QUOTE]
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