AbdulAlhazred
Legend
It isn't a super uncommon type of player, the one who doesn't evince a desire for any course of action, except maybe tactically. I think its also not so prevalent a behavior when the game is organized around the player's and their PCs story/drama. Players tend to become a bunch more proactive in that situation. Now, there are tried and true ways for a GM to poke. "Oh, why doesn't your character want to drink with the dwarves?" "How do you feel about the greedy banker?" etc. Even that MIGHT not work in a few hard cases, but then unless the player is playing solo (a pretty odd idea for that type of player) then they at least have the agenda of "be a good party member" or something along those lines. Its not much, but you can live with one or two freeloaders if you have to.So what happens if the player doesn't have an agenda, or a pre-set idea of what story she wants to play through? What if she'd rather let her 'agenda' build itself out of what happens during the run of play? Or, in a broader sense, what happens if she wants to react to what the DM gives her to work with rather than having the DM react to what she gives them?
This has been one of my questions also, but I can see ways both friendly (resolve them consecutively rather than concurrently) and infriendly (a little PvP, anyone?) to get around the issue.
I guess the question is what is the significance of those two things? If the players are just having their characters drift around in the sandbox and react to what they find, then this is a normal sort of play. If its Story Now, then clearly the orcs are what they WANT to be doing, maybe the Baron is a plot hook left for getting to another PC's agenda later in the adventure.The story now might be something as simple as dealing with a tribe of raiding orcs; but in the course of doing so we've learned the local Baron is corrupt. Dealing with him and all his guards and advisers is way outside our pay grade at the moment, and as we don't know who else we can trust with this knowledge we-as-PCs (and as players) just file it away for a later time when we think we can handle what he might throw at us.
It's called player-side long range planning.
I don't really see that. The WHOLE GAME is the player choosing what to do. They choose the agenda, and they choose how to react to the framing created by the GM in accordance with that. I don't think any agency is given up, except the agency of letting someone else determine what elements go into the story.And where another aspect of player agency - that of choosing what to do - is denied as a trade-off.
That's a bit surprising, in that it can happen so easily particularly if players are independently coming up with their own intended story-lines. Could be something as simple as, in say a court-intrigue game, one player-as-PC setting her goal as marriage to the Duke and another setting her goal as the overthrow and death of this same Duke.
Lanefan
I am jealous of whatever GM has players that came up with those two backstories! What an awesome combination. I'd try to cast them as fast friends. One's family was cast down by the Duke, and the other falls for him. Maybe they're even sisters!
