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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
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="EzekielRaiden" data-source="post: 9118813" data-attributes="member: 6790260"><p>Okay.</p><p></p><p>My problem is that this whole line of reasoning is essentially equivalent to the "altruism doesn't exist, because you get something out of doing good for others, even if that 'something' is just the feeling of having done something good." Which is a load of hooey--it uses a definition of "altruism" that is just <em>dumb</em>, but which is being passed off as though it were identical to the actual definition (which is perfectly compatible with people feeling good about the good things they do.)</p><p></p><p>On the one hand, if we allow this watered-down meaning of "game the GM," where it's literally just "pick things you know the GM likes," then it has no real meaning at all. That's literally just being a good player. The point can be conceded because it is an unequivocal <em>good</em>, not some kind of exploit--because "advantage" here can mean things as simple as "the group has a better time."</p><p></p><p>On the other, if we use the definition of "advantage" that people keep pushing--unfairly improved chances of success by manipulating the GM psychologically--then it clearly doesn't apply to the things [USER=42582]@pemerton[/USER] and others have spoken of. Because nobody is getting any kind of leg up on anyone else in this way in most games--indeed, such behavior is just as liable to cause <em>more</em> problems for the player, because there is no consistent "doing X thing will definitely always mean the GM gives better chances of success." I like it when my players take a risk to do what they believe is truly right (especially if others might disagree about what is right!), but that sort of thing will almost always lead to greater danger and risk, not less!</p><p></p><p>And we can turn this around further. What about the GM taking into account the stuff the players have told them? "I see Alice the Rogue is favoring social skills over infiltration skills and clearly prefers that over B&E...I should include a lock or two along the way, to 'Show a downside to their class, race, or equipment.' And Bob the Wizard is full of blasting spells, preferring to blow things up rather than figure them out...perhaps a magical effect that gets <em>stronger</em> when you throw spells at it could make things interesting, since that would challenge Bob's attitude toward magic." </p><p></p><p>Yes, GMs are human and have biases and preferences, but they're also <em>aware</em> of what's going on and how people play. If the rules say--as I noted above for DW--that the GM should do things that reveal weaknesses as well as support strengths, how does that support the player "gaming" the GM? They may get advantages in some places, but they'll be getting disadvantages in others--and dishonestly reporting their own tastes and preferences solely to secure <em>occasional</em> benefit while getting occasional detriment as well sounds like a pretty bad deal.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9118813, member: 6790260"] Okay. My problem is that this whole line of reasoning is essentially equivalent to the "altruism doesn't exist, because you get something out of doing good for others, even if that 'something' is just the feeling of having done something good." Which is a load of hooey--it uses a definition of "altruism" that is just [I]dumb[/I], but which is being passed off as though it were identical to the actual definition (which is perfectly compatible with people feeling good about the good things they do.) On the one hand, if we allow this watered-down meaning of "game the GM," where it's literally just "pick things you know the GM likes," then it has no real meaning at all. That's literally just being a good player. The point can be conceded because it is an unequivocal [I]good[/I], not some kind of exploit--because "advantage" here can mean things as simple as "the group has a better time." On the other, if we use the definition of "advantage" that people keep pushing--unfairly improved chances of success by manipulating the GM psychologically--then it clearly doesn't apply to the things [USER=42582]@pemerton[/USER] and others have spoken of. Because nobody is getting any kind of leg up on anyone else in this way in most games--indeed, such behavior is just as liable to cause [I]more[/I] problems for the player, because there is no consistent "doing X thing will definitely always mean the GM gives better chances of success." I like it when my players take a risk to do what they believe is truly right (especially if others might disagree about what is right!), but that sort of thing will almost always lead to greater danger and risk, not less! And we can turn this around further. What about the GM taking into account the stuff the players have told them? "I see Alice the Rogue is favoring social skills over infiltration skills and clearly prefers that over B&E...I should include a lock or two along the way, to 'Show a downside to their class, race, or equipment.' And Bob the Wizard is full of blasting spells, preferring to blow things up rather than figure them out...perhaps a magical effect that gets [I]stronger[/I] when you throw spells at it could make things interesting, since that would challenge Bob's attitude toward magic." Yes, GMs are human and have biases and preferences, but they're also [I]aware[/I] of what's going on and how people play. If the rules say--as I noted above for DW--that the GM should do things that reveal weaknesses as well as support strengths, how does that support the player "gaming" the GM? They may get advantages in some places, but they'll be getting disadvantages in others--and dishonestly reporting their own tastes and preferences solely to secure [I]occasional[/I] benefit while getting occasional detriment as well sounds like a pretty bad deal. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
Top