Timeline for Does asking a player to not to do something violate their agency?
Current License: CC BY-SA 4.0
8 events
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Jun 16, 2020 at 10:23 | history | edited | CommunityBot |
Commonmark migration
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Mar 21, 2019 at 14:40 | comment | added | goodguy5 | @Biomage yea, I haven't played with that group since, it was actually three out of four of them had that mentality. | |
Mar 21, 2019 at 14:33 | comment | added | Biomage | Yes, I think so! I think the sort of players that would get to that final stage in your example are probably very rare and perhaps themselves causing some of the issues! | |
Mar 21, 2019 at 14:16 | comment | added | goodguy5 | @Biomage lemme know if that resolves your issue. | |
Mar 21, 2019 at 14:15 | history | edited | goodguy5 | CC BY-SA 4.0 |
usage example
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Mar 21, 2019 at 14:07 | comment | added | goodguy5 | @Biomage I might use that as a starting point, but I would rather my players know the situation, rather than implying something to their characters. I will include an example, however. | |
Mar 21, 2019 at 13:59 | comment | added | Biomage | I think, rather than saying "I don't have anything prepared for this" you can heavily suggest something, I have used a magical pack of cards to point an arrow in the other direction (away from a potential TPK) or occasionally say something along the lines of "You each feel a strong sense of dread associated with this path/choice/situation". It usually does the trick, and if not you can always drop in a random encounter to buy you some time! I'd always err on the side of using a narrative voice rather than a simple immersion breaking statement! | |
Mar 21, 2019 at 13:16 | history | answered | goodguy5 | CC BY-SA 4.0 |