Okay, so you know that Tabletop Roleplaying Games (TTRPGs) have been a source of excitement, creativity, and storytelling for decades. You know they offer an unparalleled avenue for immersion and collaborative storytelling. But what’s one of the most important tenets of any TTRPG, central to the success of any campaign? It’s this: Never. Remove. A. Player’s. Agency.
So, what is player agency, you say? Player agency is the freedom for players to make meaningful choices and shape the narrative. It’s their ability to make decisions that affect their character’s fate and the game world. Agency empowers players to immerse themselves fully in their characters, invest emotionally in the story, and engage in creative problem-solving. This might seem obvious to many, however all too often I come across situations and gaming products which favor the DM’s/writer’s preferred storyline over their players’ capacity to influence it and make the story collaborative through their decisions.

So, what happens when you remove player agency (even if accidentally)? Dissatisfaction and frustration. Ever wondered why players continually drop out of your games? Why your players occasionally snipe about elements of the story they’re involved in? Why they spend more time on their phones than actually engaging in game play? These are symptoms of a greater malaise, and it’s possible you may not even realize why. I’m not saying that removal of a player’s agency is the only reason for these issues (let’s face it, sometimes some DMs just aren’t very good at running games, and sometimes some players are jerks), however a lack of player agency is often a major part of the problem.
I know this personally from a recent campaign I played in – our party took part in a major land battle in which we almost won, only to have potential victory stolen at the last minute by “boxed text”, which the DM read to us. It explained that the villain had stolen the huge skyship that used to be our ally’s base, suddenly turning the tables and leaving us the losers – we had no opportunity to intervene and prevent it. It was just meant to be, because the story dictated that it should (by the way, that wasn’t the first or last time we had our agency removed). I eventually soured on the campaign because I felt that the story outcome of each adventure was inevitable, no matter what we did. Now, this example wasn’t the DM’s fault – he was a beginner, running a module he bought from DM’s Guild, and did not yet have the confidence or improv skills to ignore the text and let the players’ decisions and actions determine the final outcome. The issue was the original author of the campaign module, who decided their story should take precedence over everything and didn’t offer any options for outcomes other than what the writer had pre-determined. (By the way, I’m not saying an overarching campaign storyline isn’t important, just that players should have some capacity to influence it through their actions.)
In fact, text boxes (so loved by many newbie DMs) can sometimes be the bane of players, especially when they describe actions the players wouldn’t normally take. I recently read a third-party DnD adventure where the text boxes described the party entering rooms and doing things they had no control over – not because the players wouldn’t necessarily do those things, but because the writer assumed they would. And you know what “assume’ means: it makes an ass of u and me. Adventure writers should keep their room descriptions to a description of the room ONLY. Never describe actions the players take – that’s the province of the players, and the players alone.
Here are some of the main issues some DMs use that either intentionally or unintentionally remove their players’ agency:
- Railroading: Railroading occurs when a DM forces their players down a specific path or storyline, ignoring their choices and decisions. This is one of the fastest ways to make players feel like their actions don’t matter, becoming disengaged.
- Overly Powerful NPCs: Giving non-player characters (NPCs) too much power or agency can result in them overshadowing the PCs, making players feel like passive spectators in their own game.
- Ignoring Player Input: Dismissing or ignoring a player’s creative ideas or solutions can be disheartening, stifling player engagement and making them feel unimportant.
- Lack of Consequences: Agency implies that choices have consequences. Removing those consequences can lead to a lack of tension and excitement in the game.

So, how can we ensure player agency is preserved in our TTRPG campaigns?
- Listen and Adapt: As a GM, listen to your players and adapt the story based on their choices. Be flexible and open to unexpected developments. Get better at improvising and going with the flow. Flying by the seat of your pants can be a little scary at first, but it can also lead to some of the most amazing collaborative storytelling ever.
- Collaborative Storytelling: Encourage collaboration between players and yourself as GM. Let the players contribute to world-building and plot development. Use their back stories creatively and encourage interactive relationships between PCs and NPCs so players can engage more actively in the main story line. So, your favorite Uncle Bill disappeared during your childhood? Perhaps he returns as a useful patron or mentor, or perhaps he was the big bad all along…
- Make Your Games Player-Centric: Focus on your players and ensure NPCs integral to the story don’t overshadow them or undertake functions the PCs could be doing. NPCs should support the player’s journey rather than dictate it.
- Consequences Matter: Make sure that player choices have meaningful consequences. This adds depth and tension to the narrative you and your players are crafting.
TTRPGs absolutely thrive on the agency of players. It’s the driving force behind memorable stories and unforgettable moments at the gaming table. Embracing the principle of never removing a player’s agency leads to more engaging and satisfying gaming experiences for everyone involved. Choice is everything – let the dice roll where they may and let your players’ choices shape their destinies the way they should.
Onward!
Steve 🙂
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In short, be a dynamic GM and not a lazy one? 😆
(By the way, I would like to send you one of our DND candles. Are you game to try them?)
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Sure, sounds good, Chelsea 😊👍🙏
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Great! I’ll send you an e-mail.
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