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What is player agency to you?
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<blockquote data-quote="hawkeyefan" data-source="post: 9113148" data-attributes="member: 6785785"><p>Well my group was playing 2e. We just used some things from 1e (primarily the assassin class). We managed, but there were clearly different system expectations. The game wasn’t really backward compatible. </p><p></p><p></p><p></p><p>Those differences aren’t really what I had in mind. It’s very clear from the sections on running the game and Dragon articles at the time and published adventures, that the game shifted significantly from site-based scenarios toward story-based scenarios. </p><p></p><p></p><p></p><p>“Leaving the Dragonlance series and finding the Isle of Dread” isn’t always an option, no. It requires that the DM has alternate material to provide. It implies the players have significantly more choice than what was typical at the time… that they can decide there is an Isle of Dread to visit. </p><p></p><p>Running a published module was largely about removing the need by the DM to prepare material for play. Instead, they can run the material from the module. So that’s typically what they were going to do. Were there exceptions? Of course. Does that mean that it wasn’t a super popular way to play? Of course not. </p><p></p><p></p><p></p><p>I would say that if you haven’t seen it, you’re not looking. It’s everywhere. The published adventures for 5e. Adventure Paths for Pathfinder. Hundreds of Actual Plays on youtube. Critical Role. </p><p></p><p>It’s everywhere. The game is about a predetermined scenario. The story is about a group of heroes who need to kill Strahd. Or a group of heroes who need to save Elturel from Hell. And so on. </p><p></p><p></p><p></p><p>It wasn’t redefined willy-nilly. It’s from a widely acknowledged essay that is commonly referenced in RPG discussion and analysis. One could say that you’re the one trying to redefine the term. </p><p></p><p></p><p></p><p>Trad play isn’t necessarily a railroad in the sense that you mean. But it does tend to be linear, for sure. There are events that will happen in some sequence. Like chapters in an adventure module… or parts of an adventure path. </p><p></p><p></p><p></p><p>Well I would say there is a difference because I have bo way of knowing what your home game is like. Is it similar to an adventure path? You seem to be insisting that it is. In which case, using your game as a starting point doesn’t seem to address the question. </p><p></p><p>If your game is like an adventure path, then why insist it’s not? </p><p></p><p></p><p></p><p>What’s the typical method?</p><p></p><p></p><p></p><p>Made what up? Aren’t all campaigns made up? I don’t follow what you’re describing here. Do you mean “the setting” or “the adventure” or something else?</p><p></p><p></p><p></p><p>Was this something that already existed in the setting? Did you have to specifically prepare material because of this decision? If so, what did you prepare? What did the players do? </p><p></p><p></p><p></p><p>What was it that you had planned out? It sounds like a story… that it played out over time. How did you determine how things went with it without the players involved? How did it continue to show up? Why did you still want those events to matter? </p><p></p><p>It’s all very vague, so it’s hard to understand what you did, or how anything changed when the players didn’t bite the initial premise.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9113148, member: 6785785"] Well my group was playing 2e. We just used some things from 1e (primarily the assassin class). We managed, but there were clearly different system expectations. The game wasn’t really backward compatible. Those differences aren’t really what I had in mind. It’s very clear from the sections on running the game and Dragon articles at the time and published adventures, that the game shifted significantly from site-based scenarios toward story-based scenarios. “Leaving the Dragonlance series and finding the Isle of Dread” isn’t always an option, no. It requires that the DM has alternate material to provide. It implies the players have significantly more choice than what was typical at the time… that they can decide there is an Isle of Dread to visit. Running a published module was largely about removing the need by the DM to prepare material for play. Instead, they can run the material from the module. So that’s typically what they were going to do. Were there exceptions? Of course. Does that mean that it wasn’t a super popular way to play? Of course not. I would say that if you haven’t seen it, you’re not looking. It’s everywhere. The published adventures for 5e. Adventure Paths for Pathfinder. Hundreds of Actual Plays on youtube. Critical Role. It’s everywhere. The game is about a predetermined scenario. The story is about a group of heroes who need to kill Strahd. Or a group of heroes who need to save Elturel from Hell. And so on. It wasn’t redefined willy-nilly. It’s from a widely acknowledged essay that is commonly referenced in RPG discussion and analysis. One could say that you’re the one trying to redefine the term. Trad play isn’t necessarily a railroad in the sense that you mean. But it does tend to be linear, for sure. There are events that will happen in some sequence. Like chapters in an adventure module… or parts of an adventure path. Well I would say there is a difference because I have bo way of knowing what your home game is like. Is it similar to an adventure path? You seem to be insisting that it is. In which case, using your game as a starting point doesn’t seem to address the question. If your game is like an adventure path, then why insist it’s not? What’s the typical method? Made what up? Aren’t all campaigns made up? I don’t follow what you’re describing here. Do you mean “the setting” or “the adventure” or something else? Was this something that already existed in the setting? Did you have to specifically prepare material because of this decision? If so, what did you prepare? What did the players do? What was it that you had planned out? It sounds like a story… that it played out over time. How did you determine how things went with it without the players involved? How did it continue to show up? Why did you still want those events to matter? It’s all very vague, so it’s hard to understand what you did, or how anything changed when the players didn’t bite the initial premise. [/QUOTE]
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