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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9117713" data-attributes="member: 42582"><p>There is a whole chapter of Circles rules, which explain how obstacles are set, how dice pools are put together (including Affiliations and Reputations), and how success and failure are narrated. There is also a discussion of how Affiliations and Reputations are established as part of PC building or advancement, of how Contacts are established, and of how a Contact can turn into a Relationship.</p><p></p><p>No it's not. It's an example of a player declaring an action, of the dice pool being built and rolled to resolve that action, of the result being a success, and of the consequence of that success being established as part of the fiction.</p><p></p><p>Finding a pile of gold would generally be a Scavenger test. The difficulty for finding 1D of gold, in a place where gold might be found, is Ob 3. If a PC was in a treasury, one would expect the difficulty for finding a relatively small amount of gold to be less.</p><p></p><p>When are you saying I said this? I have not said this.</p><p></p><p>What I said was that in a high player agency game, a player has agency over matters <em>besides</em> killing things in melee, which is where D&D tends to give players a moderately high degree of agency. These could include matters such as meeting people, finding things, etc.</p><p>The example given, at it's basic was:</p><p></p><p>As I pointed out upthread, and as [USER=7037848]@pointofyou[/USER] and [USER=71235]@niklinna[/USER] have elaborated on, what you're missing is that that is the basic structure of action resolution in a RPG.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9117713, member: 42582"] There is a whole chapter of Circles rules, which explain how obstacles are set, how dice pools are put together (including Affiliations and Reputations), and how success and failure are narrated. There is also a discussion of how Affiliations and Reputations are established as part of PC building or advancement, of how Contacts are established, and of how a Contact can turn into a Relationship. No it's not. It's an example of a player declaring an action, of the dice pool being built and rolled to resolve that action, of the result being a success, and of the consequence of that success being established as part of the fiction. Finding a pile of gold would generally be a Scavenger test. The difficulty for finding 1D of gold, in a place where gold might be found, is Ob 3. If a PC was in a treasury, one would expect the difficulty for finding a relatively small amount of gold to be less. When are you saying I said this? I have not said this. What I said was that in a high player agency game, a player has agency over matters [I]besides[/I] killing things in melee, which is where D&D tends to give players a moderately high degree of agency. These could include matters such as meeting people, finding things, etc. The example given, at it's basic was: As I pointed out upthread, and as [USER=7037848]@pointofyou[/USER] and [USER=71235]@niklinna[/USER] have elaborated on, what you're missing is that that is the basic structure of action resolution in a RPG. [/QUOTE]
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