[RPG] How to politely explain to a DM that removing player agency is usually bad

dnd-5eplayer-agency

Playing D&D 5e.

I asked a similar question on reddit, so I will copy the summary of events from there:

Okay; I admit that part of what I am about to say is fairly absurd,
because we do allow silly things in our group. It's also really just a
rant, so apologies, but I do want to know whether or not we
overreacted in response to the GM.

Some background: We're a group of level 3 – 4 character at the moment.
Early on, a neighboring town was wiped out by an necromancer mayor who
used my character's love interest as a human sacrifice. This set my
character out on a task of getting the resources together to revive
her. He asked the mayor of his own village if he could use the land
for his own purposes, and rolled high enough that the mayor agreed
(yep; our group basically took control of an abandoned town and has
been working on rebuilding it). Anyway, clearly my character has
become obsessed with the task of reviving this girl.

Today we were dealing with a tiefling that was enchanting us. Even a
roll of 18 did nothing to protect us, and I think even a 20 was only a
minor save. Fine. We take on a mission, essentially for free, because
we're so enamored by her. We leave the area, and my character, with
fairly high wisdom and intelligence, who has been able to talk his way
out of most situations, was not able to be aware that ANYTHING was up.
He didn't even think to question why he took on such an absurd quest.
Fine. Maybe some kind of really funky magic was going on, but I
accepted that. Moving on, he had someone make a silly roll about his
sexuality and it turned out that (and he wanted this to remain canon)
he was ONLY interested in unicorns.

This brings us back to the Tiefling and the start of the conflict. The
unicorn-sexual pointed out to the GM that if the character only had a
thing for unicorns, he should not be affected by the tiefling. That
made the GM say that we all saw our deepest desires. But that means my
character should have seen his love interest alive and well, which
would NOT make sense and if I had said that to other members of the
party they would certainly have been WTFing.

From there, the GM decided that either I go with it or my character
was no longer interested in the love interest and only in the
tiefling. And at that point everything went to hell and that was the
end of the game. I get that some loss of agency is fine in a game, but
seriously, I think that was unacceptable. The GM set up a situation
that in order to keep the story moving along as he wanted, too many
things would have had to make no sense.

Of course, the biggest issue is that the DM used a vague reason (enchantment, spell, I don't even know) to take away our agency, even if only partially, rather than just limiting the decisions we can make or suggesting to us that our decisions should be influenced. What is a good way to point out to the DM why we had such an issue with him doing that?

Best Answer

I'm going to assume the silliness and the need for the plot to be this tightly on the rails are necessary, and that this is specifically a question about how to communicate that this particular technique is making you feel less, not more, invested in the game and the world.

So I suggest this angle:

If you must restrict our agency, don't do it by getting between us and our characters. Do it by getting between our characters and the world.

If he doesn't see the difference between the two, try examples. Imagine a reason you're going into a dungeon:

  • A ritual is being held inside, and you must stop it or else the world will end.
  • An overwhelmingly powerful enemy chased you or a natural disaster herded you in, and this is your only shelter from them. Alternately, a magical effect is controlling your body in order to compel you to enter.
  • Same magical effect, but instead of compelling the character to enter (whether you like it or not), it compels the character to like it.

Mechanically they're extremely similar, but thematically you can immediately spot the difference:

  • The first has both player and character wanting to go there (provided you started on the same page).
  • The second forces the character to go there but at least it's understood that the world is imposing on the character. They retains the agency to at least feel how they want about it, or to attempt to resist it (even if resistance is impossible).
  • The third takes a degree of control away from, not the character, but the player. At that point, why is the player even at the table if the DM is going to exercise that level of control?

Now, the point at which magical compulsion crosses from #2 to #3 is going to vary with different players and groups, but the most common hard limit I've seen is affecting what a character thinks about what is going on. But again, this is something everyone needs to be on the same page with, and hence, needs a degree of player buy-in to make it work. It sounds like this wasn't the case here.