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Worlds of Design: The Tyranny and Freedom of Player Agency
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<blockquote data-quote="Malrex" data-source="post: 7791938" data-attributes="member: 6880534"><p>Bolded #1: I've experienced that with newer players in a sandbox setting. I am totally assuming here, which can lead one to trouble, but I think I could see that with 5e players as the adventures seem to follow more of a storyline? So having too many options might give them pause for the best course to do the story? I don't play 5e so I don't know (and not bashing it). I personally never had a problem with having too many choices, but got lost when I was not in a sandbox, but a desert--where we could do whatever, but had zero hooks.</p><p></p><p>But I'll argue, that a prepared GM, armed with numerous choices--can actually help..the GM. I always had trouble running city adventures...but I found being prepared for numerous 'situations' and hooks for a party DID overwhelm them--and that's exactly what I wanted to do. The overwhelming feeling actually created the 'walls' I was looking for (like in a dungeon) because instead of feeling overwhelmed, the players decided to stop chasing distractions and focus on one path--which then made it easier for me to run. Now I really enjoy running super busy city adventures (City of Vermilion) that has a timeline, a main storyline that the players can be involved in or not, and a bunch (15-20) of situations/hooks/rumors. Whatever the characters decide to do IS the main adventure because the main goal is to have fun. And if they don't get involved in the main storyline--it still gets played out in the background for good or ill and up to the GM. </p><p></p><p>Bolded #2: I'm not here to argue with anyone. Different methods work for different GM's and their different groups and its all good because this hobby rocks! Maybe I'm a grognard or whatever. I think your method makes sense and is a good tool. However, if it was me, (and I can't draw it easily enough), I would take your example and put 'A' and 'G' on either side of a box or a pentagon...where 'A' would have connecting arrows to 2-3 letters and 2-3 letters would have arrows connecting to "G". But inside the pentagon, all the letters would be connected to each other. </p><p></p><p>My question is if you already prepped for A-G, why wouldn't you just give the option for the players to go through all the stuff you prepped for? The answer might be easy and lost to me due to my ignorance with 5e as players may have to be be beat up or prepared appropriately for G? I honestly don't know but genuinely curious.</p></blockquote><p></p>
[QUOTE="Malrex, post: 7791938, member: 6880534"] Bolded #1: I've experienced that with newer players in a sandbox setting. I am totally assuming here, which can lead one to trouble, but I think I could see that with 5e players as the adventures seem to follow more of a storyline? So having too many options might give them pause for the best course to do the story? I don't play 5e so I don't know (and not bashing it). I personally never had a problem with having too many choices, but got lost when I was not in a sandbox, but a desert--where we could do whatever, but had zero hooks. But I'll argue, that a prepared GM, armed with numerous choices--can actually help..the GM. I always had trouble running city adventures...but I found being prepared for numerous 'situations' and hooks for a party DID overwhelm them--and that's exactly what I wanted to do. The overwhelming feeling actually created the 'walls' I was looking for (like in a dungeon) because instead of feeling overwhelmed, the players decided to stop chasing distractions and focus on one path--which then made it easier for me to run. Now I really enjoy running super busy city adventures (City of Vermilion) that has a timeline, a main storyline that the players can be involved in or not, and a bunch (15-20) of situations/hooks/rumors. Whatever the characters decide to do IS the main adventure because the main goal is to have fun. And if they don't get involved in the main storyline--it still gets played out in the background for good or ill and up to the GM. Bolded #2: I'm not here to argue with anyone. Different methods work for different GM's and their different groups and its all good because this hobby rocks! Maybe I'm a grognard or whatever. I think your method makes sense and is a good tool. However, if it was me, (and I can't draw it easily enough), I would take your example and put 'A' and 'G' on either side of a box or a pentagon...where 'A' would have connecting arrows to 2-3 letters and 2-3 letters would have arrows connecting to "G". But inside the pentagon, all the letters would be connected to each other. My question is if you already prepped for A-G, why wouldn't you just give the option for the players to go through all the stuff you prepped for? The answer might be easy and lost to me due to my ignorance with 5e as players may have to be be beat up or prepared appropriately for G? I honestly don't know but genuinely curious. [/QUOTE]
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