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What is player agency to you?
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<blockquote data-quote="jgsugden" data-source="post: 9072190" data-attributes="member: 2629"><p>My process and how player agency fits in:</p><p></p><p>1.) I find a group of players that are compatible with each other.</p><p>2.) I ask them what style of games they like. I ask them for PC ideas, but do not expect them to commit.</p><p>3.) I pick a setting for them. I have several homebrew, and a few prebuilt, from which to choose.</p><p>4.) I assemble the outline for the campaign. This features events that will happen (natural disasters, a solstice, etc...) and things NPCs intend to see happen (start a war, kidnap the prince, kill the Gods, etc...)</p><p>5.) I do a session 0 with each player. I ask them to choose a PC and settle upon a backstory. I ask them about goals, family, friends, 2 iconic stories from the character's youth. I then suggest tweaks to better fit into the setting, such as using a specific established NPC to replace a generic bad guy in a story, or suggesting the character origin story take place in a specific city in my setting. Sometimes I point out that a choice they made would be against the customs of the civiilization - and then work out whether to change the situation, or explain it.</p><p>6.) I take the information from the session 0s, modify my outline to accomodate, and then insert meat onto the bones of the outline to prepare for the first few adventure sessions.</p><p>7.) Once I put the meat on the bones, it is locked into place. I may insert things into the story on the fly, but once I write down that Devroe Everlast was scared of Spiders, Devroe Everlast has that feature. I won't change it to a fear of snakes. I won't decide just to abandon it. </p><p>8.) The result is a setting where the players do not know what to expect, but they contributed to the storylines and can feel like the characters are a living part of the world.</p><p></p><p>Then, as we play, I let characters attempt to do anything that makes sense for their characters, including entirely abandoning the storylines I set up in favor of a whim. That abandoned storyline will continue to play out in their absence, but they can make any choice that makes sense to them for their PC. </p><p></p><p>In the end, they help contribute to how the campaign is built and direct where the main storyline goes. I just provide the setting and opportunities for them to investigate and experience.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9072190, member: 2629"] My process and how player agency fits in: 1.) I find a group of players that are compatible with each other. 2.) I ask them what style of games they like. I ask them for PC ideas, but do not expect them to commit. 3.) I pick a setting for them. I have several homebrew, and a few prebuilt, from which to choose. 4.) I assemble the outline for the campaign. This features events that will happen (natural disasters, a solstice, etc...) and things NPCs intend to see happen (start a war, kidnap the prince, kill the Gods, etc...) 5.) I do a session 0 with each player. I ask them to choose a PC and settle upon a backstory. I ask them about goals, family, friends, 2 iconic stories from the character's youth. I then suggest tweaks to better fit into the setting, such as using a specific established NPC to replace a generic bad guy in a story, or suggesting the character origin story take place in a specific city in my setting. Sometimes I point out that a choice they made would be against the customs of the civiilization - and then work out whether to change the situation, or explain it. 6.) I take the information from the session 0s, modify my outline to accomodate, and then insert meat onto the bones of the outline to prepare for the first few adventure sessions. 7.) Once I put the meat on the bones, it is locked into place. I may insert things into the story on the fly, but once I write down that Devroe Everlast was scared of Spiders, Devroe Everlast has that feature. I won't change it to a fear of snakes. I won't decide just to abandon it. 8.) The result is a setting where the players do not know what to expect, but they contributed to the storylines and can feel like the characters are a living part of the world. Then, as we play, I let characters attempt to do anything that makes sense for their characters, including entirely abandoning the storylines I set up in favor of a whim. That abandoned storyline will continue to play out in their absence, but they can make any choice that makes sense to them for their PC. In the end, they help contribute to how the campaign is built and direct where the main storyline goes. I just provide the setting and opportunities for them to investigate and experience. [/QUOTE]
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