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What is player agency to you?
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<blockquote data-quote="SteveC" data-source="post: 9118795" data-attributes="member: 9053"><p>I think the biggest takeaway I'd like to offer here is, to paraphrase The Dark Tower: "Go then, there are other games than these!" There have been several arguments going on based on other types of RPGs and I think that a lot of the argument comes from a lack of experience. I have been fortunate enough to play a lot of different game styles, and the biggest thing that I learned is that all of them work, but you have to come at them as they are intended. I think you can find a lot to bring back to D&D from other games (as a lot of people are posting here) but you have to understand the context of the original game and then translate it in a way that makes sense in D&D.</p><p></p><p>If I can just point to two areas that have made my D&D (and currently PF2) games better, it's framing the task up front (that's intent/method/consequences) and fewer checks but no null results, i.e., something always happens when you roll the dice.</p><p></p><p>I run a very recognizable D&D game, but adding those elements in has made it connect more with my players. This is totally a "your milage may vary" situation, but I have found that when I've played with great GMs, and watched streams where the GM is exceptional, they tend to focus on these areas. In terms of this thread, I think concentrating on them results in a game with more player agency and gets better buy-in.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9118795, member: 9053"] I think the biggest takeaway I'd like to offer here is, to paraphrase The Dark Tower: "Go then, there are other games than these!" There have been several arguments going on based on other types of RPGs and I think that a lot of the argument comes from a lack of experience. I have been fortunate enough to play a lot of different game styles, and the biggest thing that I learned is that all of them work, but you have to come at them as they are intended. I think you can find a lot to bring back to D&D from other games (as a lot of people are posting here) but you have to understand the context of the original game and then translate it in a way that makes sense in D&D. If I can just point to two areas that have made my D&D (and currently PF2) games better, it's framing the task up front (that's intent/method/consequences) and fewer checks but no null results, i.e., something always happens when you roll the dice. I run a very recognizable D&D game, but adding those elements in has made it connect more with my players. This is totally a "your milage may vary" situation, but I have found that when I've played with great GMs, and watched streams where the GM is exceptional, they tend to focus on these areas. In terms of this thread, I think concentrating on them results in a game with more player agency and gets better buy-in. [/QUOTE]
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