D&D General What is player agency to you?

pemerton

Legend
NEVER in my game has something like this happened: Player "My character wants some potions of healing. Lets say my character's brother is just walking down the path with 25 potions of healing for me." DM-"WOW! Ok...Roll your Circle Sike Check, DC 10. Player-"I got a 14!" DM-"Wow, wow! Suddenly you see your characters brother walking down the path RIGHT IN FRONT OF YOU! He spots and says "here are 25 potions of healing, bro!"
First, here's the actual account of what happened when Thurgon and Aramina met Thurgon's brother Rufus. I don't expect you, @bloodtide, to read it - as you seem not to have read any of the actual play reports I've pointed you to or posted in replies to you - but it may be interesting for someone else who is reading along:
There was a reunion between Rufus and Thurgon. But (as described by the GM) it was clear to Thurgon that Rufus was not who he had been, but seemed cowed - as Rufus explained when Thurgon asked after Auxol, he (Rufus) was on his way to collect wine for the master. Rufus mentioned that Thurgon's younger son had married not long ago - a bit of lore (like Rufus hmself) taken from the background I'd prepared for Thurgon as part of PC gen - and had headed south in search of glory (that was something new the GM introduced). I mentioned that Aramina was not meeting Rufus's gaze, and the GM picked up on this - Rufus asked Thurgon who this woman was who wouldn't look at him from beneath the hood of her cloak - was she a witch? Thurgon answered that she travelled with him and mended his armour. Then I switched to Aramina, and she looked Rufus directly in the eye and told him what she thought of him - "Thurgon has trained and is now seeking glory on his errantry, and his younger brother has gone too to seek glory, but your, Rufus . . ." I told the GM that I wanted to check Ugly Truth for Aramina, to cause a Steel check on Rufus's part. The GM decided that Rufus has Will 3, and then we quickly calculated his Steel which also came out at 3. My Ugly Truth check was a success, and the Steel check failed. Rufus looked at Aramina, shamed but unable to respond. Switching back to Thurgon, I tried to break Rufus out of it with a Command check: he should pull himself together and join in restoring Auxol to its former glory. But the check failed, and Rufus, broken, explained that he had to go and get the wine. Switching back to Aramina, I had a last go - she tried for untrained Command, saying that if he wasn't going to join with Thurgon he might at least give us some coin so that we might spend the night at an inn rather than camping. This was Will 5, with an advantage die for having cowed him the first time, against a double obstacle penalty for untrained (ie 6) +1 penalty because Rufus was very set in his way. It failed. and so Rufus rode on and now has animosity towards Aramina. As the GM said, she better not have her back to him while he has a knife ready to hand.
Second, if we generalise from healing potions to rewards in general, then what is the basic structure of D&D play in relation to rewards? It's that players do <stuff>, and as a result accrue rewards. There's nothing inherently virtuous about the <stuff> being (say) beating up on Orcs rather than (say) growing crops and husbanding cattle.

Classic D&D play (to speak at a level of generality) requires the players to solve the GM's puzzle (ie, to beat the dungeon) in order to get those rewards. Obviously Burning Wheel has very little in common with classic D&D play.

Post-DL D&D play mostly has the players work through the GM's pre-authored situations in order to get those rewards. Burning Wheel has a bit more in common with this sort of play, because it also emphasises players working through situations. It's just that the situations are driven by the players as much as, or even more than, the GM. There is nothing inherently virtuous about <the situations> being established primarily by the GM rather than having the players contribute significantly to their content and stakes.

How is a player making all kinds of demands ANY DIFFERENT? The player hands the GM a huge block of text and says "this is my person player novel, make it happen servant GM!" and the GM says "Yes, player, we will play through your novel, just as you wish"
I don't understand why you keep imputing this stuff to me that has nothing to do with how I play and GM RPGs. I've posted actual examples. You don't seem to read them.
 

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pemerton

Legend
If I may (as a complete noob of these style of games) take a stab at @bloodtide's scenario which he put forth

I'd imagine the PC could state that last he heard a distant relative versed as an apothecary resided in this town - and he'd roll the appropriate skill mechanic per the system to find them.

Success could lead to a person who knows the relative and where they stay.
Success with consequence - relative is out-of-town and should be arriving the day after tomorrow (this consequence would be important if time is of an issue otherwise a difference consequence would be more suitable that heightens the stakes).
Failure might have the PC find out his relative moved on/passed away but his business was taken over by the burgomeister's son-in-law (fail forward).
I am only speaking for Burning Wheel, as far as Circles is concerned. (Torchbearer also has Circles, but it is a different system which gives the player less agency than does BW - something I have noted multiple times upthread.)

There is a rule for establishing the obstacle. Everything else being equal, it is easier to meet a "generic" person than a person who is ready to give you resources for nothing. Likewise, it's easier to meet someone vaguely helpful as you're travelling along, than it is to have someone in the crowd ready to rescue you just as you are about to be executed.

"Chance meetings" are, of course, a thing in the inspirational literature: Conan (who frequently has chance meetings in the REH stories), in JRRT's novels, in Arthurian tales, when the Black Prince rescues William in the film A Knight's Tale, etc. In RPGing, there are multiple ways to do chance meetings. One is random encounters. One is that the GM decides (ie from the point of view of gameplay, they're not chance at all). One is that the player initiates the possibility.

Burning Wheel, being a high player agency RPG, includes the last way.
 


But our point is there IS NO GAME where this would happen. This is not some sort of narrativist system trait! It isn't anything resembling any RPG I've ever heard of!
This is what was given as a game example:

1.Player wants something at random.
2.Player makes 'circle check' (or whatever game rule)
3.GM does whatever the player wants
No rule in this game, nor in BitD, nor TB2, nor Agon, 4e, etc. which are games I've played enough to be confident of, is going to just give you what you want because you rolled a dice! Its absurd.
I think the example was from the Burning Wheel game. So it should be noted, when someone gives a specific game example, any reply is only for that game.

No, the problem is you have this tiny little narrow view of what RPG play is and the relationship between the participants which doesn't allow for seeing what the vast majority of possibilities is all about. You seem to be stuck in some weird land of 'us' vs 'them' where game play is almost like some sort of prison filled with bad actors who have to be shuffled around from cage to cage and watched every minute lest they shiv someone. Its weird to be honest.
Well, in my view there is no 'us' and 'them'.

By the standards you've presented, literally all but one player I've ever gamed with, out of easily a hundred, has been a bad player--and all the rest have been good players, not even average.
I get that some people...somehow...never ever meet bad players. Of course forums like this are full of bad player...and DM stories....so some must exist somewhere.
Nothing like that occurs in any of the games we have been discussing. Period. You keep inventing these examples which are nothing at all like the examples I, @pemerton, and others have given you. Why? This is simply not something that happens or even CAN happen in these games!
If it is SO IMPOSSIBLE to happen: Why, oh, why is it given as AN EXAMPLE?

1.Player wishes to randomly find some family members
2.Player makes check
3.DM says "oh, there are some family members right there".

So what part am I missing? Player made a wish. Player made a roll and made a rule check. DM did what the rule...and player...told them to do.

he players do not make demands.
So...again....going by the example. Player wanted thing X, made a roll, and DM did thing X. Ok, I guess you can call it a "request''?


You keep doing this, by the way. Turning the players into the most twisted, wicked people you possibly can. Please stop doing that. It's simply erroneous. Most players are not at all like you depict them. They are not wicked. They do not treat the GM like a "servant." They do not make a novel and demand it be played. They cooperate with others, a mutually-beneficial exchange.
To be fair....I'm not even close to "wicked evil'' when it comes to bad players. But, I do undertand your confusion as you have said you just about never encounter bad players. I'd guess you never had a player lie to you, or cheat, or steal from you or call your wife a very bad name "as a joke". And if you say so, I can accept that you...somehow...never run into bad people ever. Maybe you live on a tiny island of like 200 people?

But I'd ask the same unanswered question again. The player gives the GM a 'ton' of stuff about their requirements for the game: the characters 'values' and such...as you have posted. So....what is the other side then? What 'ton' of stuff does the GM bring as requirements?

The player says 'I want my character to be brave in the face of danger and I require you put this in the game". So, what is an equal example the GM gives to the players and require in the game?

It seems very one sided to me.....unless you left out half of the example somehow?
If you can just...let go of the idea that most players are monsters, and instead embrace the idea that the typical player actually does wish well of others and wants everyone to have a good time, much of this will make a great deal more sense. I swear to you, such people are quite common!
Common is bit of a stretch.
Example 1: Devils and Demons.
I created that--no player asked for it. But it flowed from having questions about the difference between them, which only mattered because the player wanted to play a tiefling--because tieflings are neat to them.
You give a paragraph about what a player wants? Then get an idea to create something? And say 'ok, you created that"? I'm really not following, but I guess your saying the player just "wanted to be a cool teifling" and did not "request" for you to make up the whole "divine war thing"?


Example 2: Druids, Shaman, and Spirits
Sounds great! Is the sort of thing I do in my games all the time. But I noted there are no 'game roll rules' here.
I would never have done either of these things if I had not had players telling me the things they care about. And yet, I clearly have had freedom of action to develop what interests me, too. There were no "demands" here. Players communicated to me things that interest them, through their class choices, their brief descriptions of their characters and where they came from, their Bonds and Alignment, etc. Through those inputs, and just things I find interesting or curious or whatever, together we have developed something none of us could create individually.
Right, I love history. So when a player says 'can we add in some history' it's great!
What "hostile anti-GM rule"?
The idea here seems to be a player can make a rule check (the circle check) and then the DM must do as the player wants.
Attack? What on Earth? Where are you getting the notion that there is an attack? How? Why? I'm genuinely completely baffled by this. That's not at all what @pemerton said. Not even close. I just...what???
I get that in his game...and likely your game too....you WANT the player to tell you what to do and your Beyond Happy when the player makes the rule check so you can do it.

The problem comes from any other DM that might not 100% agree with the player 100% of the time. If the DM just decides 'nope no family members walking down the random street', then the player can 'attack' that idea by rolling the dice and making the check and saying "haha, yes there is!"
This is like telling someone that you baked a pie and having them tell you "OH SO YOU INTEND TO ASSASSINATE SOMEONE WITH IT??" Like....that's so far from what was said I literally can't see how you connected the two together.
Well...maybe a little bit more like:

You mention you are thinking about going to an expensive concert. A (not) "friend" gets all excited and over joyed and says they would LOVE to go with you. So you buy two expensive concert tickets. THEN, on the day of the concert just hours before it starts this (looser of a not) "friend" says "sorry, bro, I gotta sit home tonight and play video games" and bails on you. So not only do you go to the concert alone, but you wasted the money buying two tickets.

I don't understand why you keep imputing this stuff to me that has nothing to do with how I play and GM RPGs. I've posted actual examples. You don't seem to read them.
I don't see why this is such a hard question to answer....IF...what you say about equality is true.

The player tells the GM all sorts of things they want in the game: A big list. Then the GM agrees to do all those things.

So...where is the other side? Do you give and equally long list to the players? Do they have to agree to do as you wish the same way you do for them?

I get your personal examples will always be "do what the player wants": that seems to be your style. I don't see any thing in your examples where the player says something and you just outright say "no". So, I can only guess you don't do that much or not at all.
 

pemerton

Legend
But in any but the most simplistic adventures there's tons of room for players to steer the game. Do they flee and hide from the large cohort of mounted marauders suddenly cresting the hill? Do they parlay and weasel their way into the host? Do they make a heroic stand at some terrain where they can funnel the enemies and face them only a few at a time? If we say the marauders were intent on sacking a nearby settlement, these three outcomes vastly change the rest of the session. They didn't impose their will through story mechanics, but still they changed the future of the adventure by their actions.

<snip>

I understand why you might not like players being able to contribute outside of character actions
I don't know what you mean by a "story" mechanic - clearly you don't use it to mean a mechanic that has the potential to change the shared fiction (which is, presumably, any mechanic used to resolve an action declared by a player for their PC).

But as I have mentioned several times upthread, I reiterate now: "As I travel through the lands of Auxol I look out for any members of my family" is an action declared by me for my character. The fact that AD&D has no canonical rules for resolving it doesn't change that fact!
 

hawkeyefan

Legend
Sure, it's not a problem for the good players.

One player writes songs and poems, one makes (gnome) jokes and one likes to draw things.

Some good players write detailed back stories of 5-10 pages

I mean during play. Not jokes and songs or detailed backstories.

Have any of your players contributed meaningfully during play?

But no, NEVER in my game has something like this happened: Player "My character wants some potions of healing. Lets say my character's brother is just walking down the path with 25 potions of healing for me." DM-"WOW! Ok...Roll your Circle Sike Check, DC 10. Player-"I got a 14!" DM-"Wow, wow! Suddenly you see your characters brother walking down the path RIGHT IN FRONT OF YOU! He spots and says "here are 25 potions of healing, bro!"

No one’s advocating for this. You’re clearly missing something, and I expect you realize that. So why not ask questions or try to get clarification instead of trying to caricaturize a style of play that’s not familiar to you?
 

Micah Sweet

Level Up & OSR Enthusiast
By the standards you've presented, literally all but one player I've ever gamed with, out of easily a hundred, has been a bad player--and all the rest have been good players, not even average.


Nothing like that occurs in any of the games we have been discussing. Period. You keep inventing these examples which are nothing at all like the examples I, @pemerton, and others have given you. Why? This is simply not something that happens or even CAN happen in these games!


See above.


Firstly: You are, again, being incredibly dismissive and hostile here. "Servant GM!"? Really? Second: Nothing you have described here happens in these games. Literally not even one of these things.

The players do not make demands. They describe things which interest them, or they use the rules of the game to indicate their interests. That's not a demand. It is precisely the same as when a family sits down to plan their meals for the week, and each person gives input on what kinds of food they like. "I like pasta" does not mean "ALRIGHT, SLAVE PARENT, BETTER GIVE ME PASTA RIGHT NOW OR I RIOT." It means, "Some kind of pasta is something I'd like to see on the menu, please." There are a zillion things made with pasta though!

The player hands the GM things they care about, and that acts as useful input for framing (which includes creating!) scenes. Generally, those "things they care about" are only a few sentences, nothing even remotely close to novel-length. A five-page backstory would be quite excessive here, unless the player was feeling deeply inspired, and even then, it shouldn't--couldn't, in many cases--be five pages of narrowly-specific requirements. Just...stuff they think is neat.

You keep doing this, by the way. Turning the players into the most twisted, wicked people you possibly can. Please stop doing that. It's simply erroneous. Most players are not at all like you depict them. They are not wicked. They do not treat the GM like a "servant." They do not make a novel and demand it be played. They cooperate with others, a mutually-beneficial exchange.

If you can just...let go of the idea that most players are monsters, and instead embrace the idea that the typical player actually does wish well of others and wants everyone to have a good time, much of this will make a great deal more sense. I swear to you, such people are quite common!


Uh...no? That's literally not at all what they said there. They said they've been continually working on this for years. It's an evolving understanding.


Not at all. I, too, have given you explicit examples of things I introduced, and things my players have introduced, and how those have twined together into something much better and more interesting than either of us could have come up with on our own. But, since you seem to have forgotten them, I will spell them out again.

Example 1: Devils and Demons.
I told my players, I didn't really want to have too much of this stuff in the game, as I wanted to focus on Arabian Nights concepts, which tend to be more interested in djinn than demons or devils per se. However, one of my players wanted to play a tiefling, so we talked about it. I asked why he wanted that. He said, more or less, "I just think they're neat." I asked which one of his parents is a tiefling, and he said both. That--that moment right there--was what struck an idea in my head. So I asked, "Are they related to demons, or to devils?" He thought for a moment, and said, "One of each." From that, tons of adventures and concepts have flowed, because this is a GOLDEN opportunity to challenge the character, and the player, with all sorts of things.
As a result of this, I came up with my explanation for why devils and demons are Always Evil, because many folks don't like the idea that a sapient being could just be inherently evil. My answer? They fought in a War in Heaven that, to them, took infinitely long. Devils kept to the Divine Plan (lawful), but used their powers to coerce mortals to obey (evil). Demons broke the Divine Plan (chaotic), and enjoyed breaking things solely to fuel their rampant appetites (evil.) I created that--no player asked for it. But it flowed from having questions about the difference between them, which only mattered because the player wanted to play a tiefling--because tieflings are neat to them.

Example 2: Druids, Shaman, and Spirits
In the first attempt at this game, I had a player with a Shaman character. So we talked about the Spirit World, and what that's like. Based on advice from someone with experience on ancient (pre-Islam) Arabic beliefs, I said that Druids and Shamans were two sides of the Kahina, those who work with "living" spirits (animals, plants, locations) and "dead" spirits (ghosts, souls, archetypes) respectively. With the second attempt (which is still ongoing, 6+ years later), I had a Druid player, which meant seeing the "other side" of this idea. And that player was fascinated by the difference, yet ironclad unity, between these two traditions. So we explored that. What does it mean to be a spirit? How do Kahina do magic? Can someone be both a shaman and a druid? That's super rare--but it seems achievable.
As a result, we have articulated many ideas about spirits in this world. "Living" spirits don't speak a true language, not words like humans and elves and such do. Instead, they "speak" in sensations, experiences, emotions. "Dead" spirits can speak in mortal language, but don't have to if they don't want to. And just because they're associated with death and the afterlife, doesn't mean they have to be dead themselves. Sometimes, spirits straddle lines too; Mudaris, a spirit ally of the party, was originally a spirit of sedimentary rock, but then mortals came into existence--people who "sediment" things like traditions, and written words. So Mudaris grew in power and influence, due to humanoids' beliefs and actions empowering it. Being exposed to language, being a spirit of language in some sense, means Mudaris can speak and think like mortals do, even though it started as a "living" spirit rather than an archetype-related "dead" spirit. All of this--Mudaris as a spirit, the way different spirits work, their sub-verbal "language," etc.--all of that is stuff I invented or developed in order to frame new scenes that would interest the players.

I would never have done either of these things if I had not had players telling me the things they care about. And yet, I clearly have had freedom of action to develop what interests me, too. There were no "demands" here. Players communicated to me things that interest them, through their class choices, their brief descriptions of their characters and where they came from, their Bonds and Alignment, etc. Through those inputs, and just things I find interesting or curious or whatever, together we have developed something none of us could create individually.


No. A thousand times, no. See the things above. I was not the "agent" of the players when I developed the idea that Devils, Demons, and Celestials were three factions in the War in Heaven. Yet I only did those things because I knew my players thought devil- and demon-related things were interesting. Having a world where such things were reasonably confined, rather than widespread, also meant I had more ability to frame situations that would challenge assumptions and push players into situations they didn't expect.

I have put my players on the spot, and given them reason to feel pity for murderers and hope to reform assassins. Their choices shaped the outcomes. I presented them with unresolved conflicts. I have quite a bit of freedom on what kinds, and contexts, of conflict to present them--and I very, very much angle for things the players never expected, but which they say, on looking back, "Of course it was that, what else could it have been? Why didn't I see it before!"


Then you have not understood what is said. This post is already overlong, but if you would like, I can try to give you an example, in as close to blow-by-blow format as I can, of how this actually works. Because I swear to you, this is NOT what is being described. Not even slightly.


What "hostile anti-GM rule"?


Yes. That's what I have generally understood your descriptions to refer to. You do as you like, and the players can either accept that, or leave.


Attack? What on Earth? Where are you getting the notion that there is an attack? How? Why? I'm genuinely completely baffled by this. That's not at all what @pemerton said. Not even close. I just...what???

This is like telling someone that you baked a pie and having them tell you "OH SO YOU INTEND TO ASSASSINATE SOMEONE WITH IT??" Like....that's so far from what was said I literally can't see how you connected the two together.
Let me ask you this: if the player makes one of these suggestions of what they would like to see that you're talking about, do the rules obligate the GM to add that to the game, even if they don't particularly want to?
 

Umbran

Mod Squad
Staff member
Supporter
Have any of your players contributed meaningfully during play?

This looks like a "gotcha" and/or trying to pass judgement on people.

Maybe you would like to avoid that appearance. I mean, unless it is a reality, but then that's not going to go well either.


Though I'd ask this right back at you. How is a player making all kinds of demands ANY DIFFERENT?

The caps here look like shouting. Let us avoid shouting at each other, please.
 

pemerton

Legend
This is what was given as a game example:

1.Player wants something at random.
2.Player makes 'circle check' (or whatever game rule)
3.GM does whatever the player wants

I think the example was from the Burning Wheel game. So it should be noted, when someone gives a specific game example, any reply is only for that game.
So, just to be clear, no such example was given.

Here is the actual example:
My PC is Thurgon, a warrior cleric type (heavy armour, Faithful to the Lord of Battle, Last Knight of the Iron Tower, etc). His companion is Aramina, a sorcerer. His ancestral estate, which he has not visited for 5 years, is Auxol.

At the start of the session, Thurgon had the following four Beliefs - The Lord of Battle will lead me to glory; I am a Knight of the Iron Tower, and by devotion and example I will lead the righteous to glorious victory; Harm and infamy will befall Auxol no more!; Aramina will need my protection - and three Instincts - When entering battle, always speak a prayer to the Lord of Battle; If an innocent is threatened, interpose myself; When camping, always ensure that the campfire is burning.

Aramina's had three Beliefs - I'm not going to finish my career with no spellbooks and an empty purse! - next, some coins!; I don't need Thurgon's pity; If in doubt, burn it! and three instincts - Never catch the glance or gaze of a stranger; Always wear my cloak; Always Assess before casting a spell.

<snip>

With the tower now ruined - the upper levels gutted by fire and the basement collapsed - Thurgon decided that they would head east, along the river, looking for the cave - which must be a goblin cave, he thought - the old-fashioned way. He also kept an eye out for an ex-knight, Friedrich, who lives in the area and had helped Thurgon and Aramina when they were on their way to Evard's tower. This Circles check (base 3 dice +1 for Reputation as the Last Knight of the Iron Tower and +1 for an affiliation with the Order of the Iron Tower, vs Ob 2) succeeded, and as the character trudged along Friedrich passed them, poling his skiff along the river. Thurgon told him that the tower was no more, and that a demon had been driven off, and asked for a ride. Aramina mended the dents in Thurgon's breastplate (successful Mending vs Obstacle 1) while Friedrich took them as far as the next tributary's inflow - at that point the river turns north-east, and the two characters wanted to continue more-or-less due east on the other side of both streams. This was heading into the neighbourhood of Auxol, and so Thurgon kept his eye out for friends and family. The Circles check (base 3 dice +1 for an Affiliation with the nobility and another +1 for an Affiliation with his family) succeeded again, and the two characters came upon Thurgon's older brother Rufus driving a horse and cart. (Thurgon has a Rationship with his mother Xanthippe but no other family members; hence the Circles check to meet his brother.)
This is playing the game. It has the same rhythm of play as any RPG: the GM frames a situation, the player declares an action, the action is resolved, that resolution feeds into the framing of the next situation.

The GM's framing of scenes and narration of consequences is, in the case of Burning Wheel, undertaken having close regard to the goals and aspirations the player has signalled for the character via Beliefs, Instincts, Relationships etc. I think it's reasonably clear how the GM, in framing the scene with Rufus and adjudicating the consequences of failed Command tests (as set out in post 3901 just upthread) did that.

If it is SO IMPOSSIBLE to happen: Why, oh, why is it given as AN EXAMPLE?
No example was given involving healing potions. What actually happened was a reunion between brothers which began inauspiciously and ended badly.

1.Player wishes to randomly find some family members
2.Player makes check
3.DM says "oh, there are some family members right there".

So what part am I missing? Player made a wish. Player made a roll and made a rule check. DM did what the rule...and player...told them to do.
In your D&D games, are there ever combats? Which have the familiar structure

1. Player wishes monster dead
2. Player makes check
3. DM says "oh, the monster's dead"​

In high player agency RPGing, the mechanics give the players the capacity to shape bits of the fiction other than simply whether or not monsters are dead. This is one reason why, in post 211, I said that
There may also be techniques that permit the players to declare actions or make decisions pertaining to their PCs' memories. This goes together with the players' establishing goals and aspirations, to overall produce characters that have "thicker" lives, relationships, etc than is typical of much D&D play.

The player tells the GM all sorts of things they want in the game: A big list. Then the GM agrees to do all those things.
So, this is already a mis-description.

So...where is the other side? Do you give and equally long list to the players? Do they have to agree to do as you wish the same way you do for them?
As a GM, I frame scenes and narrate consequences. I've given examples upthread. For instance, I posted in some detail about various ways, as a GM as well as a player, I have explored the Dark Elf and Petty Dwarf idea. I've given the examples of Megloss and Gerda.

A further way upthread, I gave the example of narrating the black arrows found in the ruined tower (in terms of play process, these were narrated in response to a failed Scavenger check).

At this stage, I don't think it's mysterious how the GM in Burning Wheel, or Torchbearer for that matter, introduces their ideas into the game.
 


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