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Fully outsourced SEO Agency with 11581$ Net Profit

How do I keep the game moving without undermining player agency?

In basically every game I’ve run or played, regardless of the system, I’ve encountered the same problem: things that should be quick decisions end up taking ten, twenty or even thirty minutes, and not for any really good reason. Gameplay generally goes something like:

GM: Okay, you’re standing on the edge of the forest.

Player 1: Okay, I ready my bow and start forward.

Player 2: Hold on, I’m still talking to this other guy.

Player 3: Did we stock up on bread? I need to put on my night vision goggles.

Player 4: [Crazy roleplaying thing!]

GM: Okay, are you guys going into the forest?

Player 1: I am, yeah.

GM: Okay, but are you going alone? Is anyone else going?

Player 2: One sec, I need to cast detect evil.

GM: Okay, what about everybody else? Is player 1 in the forest by herself? What’s happening?

And so on …

Since part of the point of playing roleplaying games is being able to manifest your own character and make your own decisions, it’s hard for any one player to enforce a consensus in the group (except in some rare cases), and it’s even harder for me as a GM to justify undermining player agency by just saying, "Okay, well you’re all in the forest now." What if Player 2 feels cheated because he didn’t get to cast detect evil and find the scary monsters? But at the same time, when this kind of hemming and hawing happens constantly, even at not particularly crucial moments, the game really starts to drag, and more action-oriented players start to tune out. So basically, this question has two parts:

  1. As a GM, how can I design adventures to minimize these moments?

  2. How can I move players smoothly past these moments when they do arise?

I’m not interested in answers that use a stopwatch or other artificial method of advancing the game, because I find that breaks immersion. I’m looking for storytelling and facilitation techniques. Pointing out game systems that specifically avoid this is also welcome.

Also, as a corollary, is there anything that individual players can do to help things along?

How to deal with low agency players?

I have a group of players who is very intent on playing "Dungeons & Dragons" specifically but suffer from having astoundingly low agency.

For example, if placed in a room with nothing but a door, the players might spend fifteen minutes in idle discussion. Overall, they spend more time on idle speculation about past events and characters than engaging the present situation. This is not an issue of consensus building or analysis paralysis – the players simply don’t readily engage the present situation if it does not demand an immediate response. Regular dungeon exploration is essentially out of the question.

Comparatively, they will readily engage with combat encounters (albeit they never use any character abilities or tactics, simply taking the Attack action every turn – nonetheless this seems to make them quite happy.)

I am leery about any solution that might feel like I am playing the game by myself. For example, I could assume the players open doors they come across rather than defaulting to assuming they do nothing, but at some point this becomes ridiculous – e.g. assuming they jump on a trampoline they encounter. Similarly I would be reticent to lead the players by the nose using an NPC.

One solution that comes to mind is setting the characters up to manage a specific location such as a town or base, where they can primarily be acted upon by outside forces (e.g. attacking bandits, visiting merchants, etc.) Assuming this were the best solution, I would be looking for resources that facilitate this style of play.

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Does a Glyph of Warding have its own agency in the game?

Does a Glyph of Warding have its own agency in the game?

The case of the nasty Drow, invisible evil Sprite and the blue Orc.

Some specifications for the trigger of a Glyph of Warding are more obvious than others. For instance, I am a Dwarf Cleric and set a Glyph of Warding (Explosive Runes) underground to be triggered by the next Drow that walks past my favourite stalagmite. It is simple: I can see under ground because of my Darkvision; I know what a Drow is. Therefore the Glyph of Warding’s trigger is something that I could potentially see and/or know.

Now, what happens when I set the trigger to be an invisible evil Sprite? I can’t normally see these creatures. So, in this case does the Glyph of Warding still trigger when an “invisible evil Sprite” passes by and “Kaboom! Bye-bye evil Sprite!”. Also, how can it know that Sprite is evil, when I don’t even know that?

Then there is this situation: I am a completely colour-blind and my mission is to capture the blue Orc without breaking my cover, by say asking every punter a stupid question like: “Have you seen a blue Orc around these parts, me matey?!” So, I come up with a plan. I use a Glyph of Warding on a bridge which most of the village use on a regular basis. The trigger is: when a blue orc walks over the slab of stone, cast Light. I lie in waiting, watching out for my Light cantrip to trigger. Once I spot the blue Orc, I will follow her/him and plan the capture.

So Orc-ward…!

There is a deeper question at the heart of my question in that Glyph of Warding appears to have its own sense of agency in the game. The magic cast, that recognises the specific conditions for a trigger, appears to be observant, and possibly omniscient.

So, does a Glyph of Warding have its own agency in the game?

Glyph of Warding

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.

If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

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