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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="hawkeyefan" data-source="post: 9112240" data-attributes="member: 6785785"><p>There’s a significant difference between the two as they're presented. I was young enough when 2e came along that my friends and I didn't always treat them very differently. But looking back with a more discerning eye after the fact, there are many significant differences.</p><p></p><p></p><p></p><p>The Hickman Revolution is still the dominant form of play. To be fair, the elements of it already existed in the early days... you can just look at the G-D-Q series for a good example. But once Dragonlance came along, everything that TSR was making shifted toward that model. And then Vampire came along and solidified it even further.</p><p></p><p>Nothing since then has really removed that play paradigm from being predominant. 5e certainly doesn't do anything to change that. It's very focused on the DM as the primary storyteller and worldbuilder and so on. And 5e is the predominant game in the hobby by orders of magnitude.</p><p></p><p></p><p></p><p>Who cares what label they gave it? They provided a clear definition for what they mean, and it's a pretty commonly accepted and used term. Beyond arguing the label, what issue do you have with the description? That it's linear? Isn't that a strength of that style? </p><p></p><p></p><p></p><p>So do you have any examples of this from play? Have you run any of the 5e adventures and then gone significantly off-script due to player decisions? If so, what did you do? How did you handle it? Did things eventually make their way back to the adventure?</p><p></p><p>I like trad play. This is why I get so baffled by people fighting against descriptions of the strengths of trad play. This is the chance to provide examples that show how cool trad play is, not insist it's the same as another type of play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9112240, member: 6785785"] There’s a significant difference between the two as they're presented. I was young enough when 2e came along that my friends and I didn't always treat them very differently. But looking back with a more discerning eye after the fact, there are many significant differences. The Hickman Revolution is still the dominant form of play. To be fair, the elements of it already existed in the early days... you can just look at the G-D-Q series for a good example. But once Dragonlance came along, everything that TSR was making shifted toward that model. And then Vampire came along and solidified it even further. Nothing since then has really removed that play paradigm from being predominant. 5e certainly doesn't do anything to change that. It's very focused on the DM as the primary storyteller and worldbuilder and so on. And 5e is the predominant game in the hobby by orders of magnitude. Who cares what label they gave it? They provided a clear definition for what they mean, and it's a pretty commonly accepted and used term. Beyond arguing the label, what issue do you have with the description? That it's linear? Isn't that a strength of that style? So do you have any examples of this from play? Have you run any of the 5e adventures and then gone significantly off-script due to player decisions? If so, what did you do? How did you handle it? Did things eventually make their way back to the adventure? I like trad play. This is why I get so baffled by people fighting against descriptions of the strengths of trad play. This is the chance to provide examples that show how cool trad play is, not insist it's the same as another type of play. [/QUOTE]
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