Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cadence" data-source="post: 9109995" data-attributes="member: 6701124"><p>Some players will skillfully use some game mechanics to dodge the spirit of some campaigns. Maybe it is because they want to "win" or "optimize", or maybe it's because they find themselves drawn to doing things in spite of their intentions. If such players are in the group, then games with those mechanics might not unfold in the spirit others at the table would appreciate.</p><p></p><p>It feels like this could happen if you have a group of 3.5/PF players who are all interested into getting into their characters heads via the role play and most find having access to all the character options helps them design exactly the character they want to investigate the thoughts, but then another player is sidetracked into min-maxing and finds themselves using the full array of options to design something that is at an entirely different power level from the rest of the party and warps the structure of the sessions. The same could be true for a group that decided they want to be efficient at finishing the dungeon, but one player can't resist some thematic choices that are suboptimal in the dungeon itself.</p><p></p><p>It feels like it could be a problem in social commander/EDH where most of the group has self modulated their decks to roughly the same power level. Some sprinkle the otherwise powerful deck with quirky choices to modulate it down and try fun things, while others have a quirky theme that is made playable by choosing some very powerful cards that would be overkill in many other decks. But one of them takes advantage of the format having very few restrictions to construct something that generally blows everyone else off the table.</p><p></p><p>It feels like mechanics people call meta-gamey (which are called that or felt to be that seem to vary a lot from player to player) are disliked by some because they are detrimental to staying in character or in the spirit of the game. ("My Barbarian jumps off the 500' cliff to escape." "But that's crazy!?!" "Nah, I've got more than enough hit points and the falling damage caps off pretty soon." - others might be not be tripped up by that's but the rules about how things don't catch fire, or encumbrance, damage coming with no penalties, or inspiration).</p><p></p><p>I certainly don't think the availability of all the game books, no banned lists, and being able to jump off 500' cliffs or anything else that passes the letter of the rules (are they all things that when allowed give more options and choices for the players)- should be taken away from everyone. But I think they might not be optimal choices for all players and desired play styles or goals. </p><p></p><p>I am much happier personally with more options in the first two and many things others find too "meta-gamey" in the third, but there are other "meta-gamey" things that get me out of character and grate against my soul. I know others who seemingly can't avoid optimizing for power no matter what and didn't mesh well with the groups. The mystic ability to pause time to go back and prepare something that is needed in the present (even if there is a cost based in how big the change is and a chance of failure) seems way to meta-gamey for me in most genres. I gather that there are some versions of the stochastic ogre I'm fine with that are not fine for others. Thankfully there are many play groups and systems.</p></blockquote><p></p>
[QUOTE="Cadence, post: 9109995, member: 6701124"] Some players will skillfully use some game mechanics to dodge the spirit of some campaigns. Maybe it is because they want to "win" or "optimize", or maybe it's because they find themselves drawn to doing things in spite of their intentions. If such players are in the group, then games with those mechanics might not unfold in the spirit others at the table would appreciate. It feels like this could happen if you have a group of 3.5/PF players who are all interested into getting into their characters heads via the role play and most find having access to all the character options helps them design exactly the character they want to investigate the thoughts, but then another player is sidetracked into min-maxing and finds themselves using the full array of options to design something that is at an entirely different power level from the rest of the party and warps the structure of the sessions. The same could be true for a group that decided they want to be efficient at finishing the dungeon, but one player can't resist some thematic choices that are suboptimal in the dungeon itself. It feels like it could be a problem in social commander/EDH where most of the group has self modulated their decks to roughly the same power level. Some sprinkle the otherwise powerful deck with quirky choices to modulate it down and try fun things, while others have a quirky theme that is made playable by choosing some very powerful cards that would be overkill in many other decks. But one of them takes advantage of the format having very few restrictions to construct something that generally blows everyone else off the table. It feels like mechanics people call meta-gamey (which are called that or felt to be that seem to vary a lot from player to player) are disliked by some because they are detrimental to staying in character or in the spirit of the game. ("My Barbarian jumps off the 500' cliff to escape." "But that's crazy!?!" "Nah, I've got more than enough hit points and the falling damage caps off pretty soon." - others might be not be tripped up by that's but the rules about how things don't catch fire, or encumbrance, damage coming with no penalties, or inspiration). I certainly don't think the availability of all the game books, no banned lists, and being able to jump off 500' cliffs or anything else that passes the letter of the rules (are they all things that when allowed give more options and choices for the players)- should be taken away from everyone. But I think they might not be optimal choices for all players and desired play styles or goals. I am much happier personally with more options in the first two and many things others find too "meta-gamey" in the third, but there are other "meta-gamey" things that get me out of character and grate against my soul. I know others who seemingly can't avoid optimizing for power no matter what and didn't mesh well with the groups. The mystic ability to pause time to go back and prepare something that is needed in the present (even if there is a cost based in how big the change is and a chance of failure) seems way to meta-gamey for me in most genres. I gather that there are some versions of the stochastic ogre I'm fine with that are not fine for others. Thankfully there are many play groups and systems. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
Top