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13

Understand what Player Agency is This is my definition: Players making informed meaningful decisions that have reasonable consequences that can be foreseen To have agency in the first place there must be: a decision of consequence to be made. A T-intersection in a dungeon with no other information is not a decision of consequence and no agency is ...


13

There are lots of different ways. It all depends on your preference as a GM, on preferences of your group, on the system, on your particular game and so on. But before I give you examples, let's get one thing out of the way first. I know I'm not supposed to take away player agency or narrate their actions for them Wrong. You, as a GM, are supposed to ...


6

An offer they can't refuse... In a game where the player has total agency, the best way to force them to do what you want is to make the offer too good or bad to refuse. So for your situation at hand, you would have the thieves take an item from each character that they cannot possibly go on without. For example, a wizard may have his spellbook taken, or ...


1

First, don't assume the players are ever going to do things the way you expect them to. You've taken away your options. Now, you have a few options. If you need them all to meet up at a certain place, either start the adventure at that place or, if this is mid-game, place the spot right in their tracks so they won't miss it. Place it inside a narrative. ...


1

So how would you deal with this situation? And more broadly, how can I stop something like this happening again? I would have thought of the problem you've created for yourself, sooner. You set up a problem by wanting the players to join together in the same cooperative adventuring party, but starting them not knowing each other and only happening to ...



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