Bedrockgames
I post in the voice of Christopher Walken
Playstyles aren't wine
I think this is a really KEY point in what I was saying badly. If you have mastery of forms and you choose one and say "This is how I choose to approach this game, because my informed ideas about play lead me to play in this fashion here and now." THAT is surely exercising the greatest level of mastery of the subject! It can be any style of play. There isn't some fundamentally 'better' one, but when one says "well, only this one way can ever be best in all cases" whether for you or for everyone, etc. then you're not exercising or attempting mastery. You're just stuck in the mud!It's another thing to never choose those alternative methodologies because you have no idea they exist and could potentially, with the right analysis and effort, dramatically improve your gameplay experiences.
Because there being some constrains make the choice actually matter. Having some external challenges makes overcoming them to matter. If you want ultimate freedom, then why even have the dice, rules or the other players at all? After all, they might disagree with you and place other restraints to your freedom.And yet none of you can answer the question! How can you define "I got to join Vader on the Dark Side" when dictated by the GM as the choice that will be dark or light side as being equally empowered as a situation where the player participated directly in formulating the question at hand? Is the judgment then that 2 choices is just as much agency as potentially unlimited choices? This is the nut of the question and I have been a little puzzled by why it is avoided. I don't know what you mean by a 'linear formulation'. I don't agree with the 'straw man' statement made by @Bedrockgames either, frankly I don't even understand it at all! What 'straw man' am I erecting, what thing am I substituting for some other thing?
Just answer the question, how is less choice 'more freedom'? IMHO this is a very strange way of thinking and it is all quite straightforward!
I think it's disingenuous, though, to say that the concept of player agency isn't connected to playstyle. In some ways, it's at the uttermost core center of the differences between play styles. Having experienced first-hand the differences between low-agency, medium-agency, and high-agency styles of play, I'm going to advocate for as much possible player agency as the GM is willing to give, every time, all day, every day. In my experience, higher-agency play leads to more fun at the gaming table, almost universally.
I will try!@zarionofarabel, can you reiterate what you meant by Agency in the OP. I feel like it would be more productive to answer the question you had about that? (since really any debate about the meaning of agency and other play styles don't really matter as much as what you had in mind when you used the term originally)
Some reflections on the first point:That's not what "fail-forward" is about, nor is "success-plus-complication" synonymous with "fail-forward,"
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I don't think that it's fair to say that PbtA is particularly concerned with a "hurry-up style of play," but, rather, it's emphasis is on a fiction-first style of play. It's more interested in what's the next state of the fiction. It's not interested in each and every granular swing of the sword. It's interested in how a scene plays out more on a more holistic and fluid level. It's interested in character choice in the fiction, i.e., "what do you do?", rather than the questions of skilled play in a tactical skirmish game. I don't think it's in a rush, but I think it is interested in maintaining forward momentum and pacing. PbtA can go tortoise: slow and steady, but constantly forwards.
Don't be afraid of being called illusionist! It is not a bad thing if done sparingly.I will try!
In essence, I was wondering if I offer my players choices that matter. Choices that are meaningful. Choices that satisfy their desire to alter the narrative in a meaningful way.
I just make it all up as we play. I add elements to the narrative moment by moment and that made me wonder if I was guilty of something I think is called illusionism. As in, I instead offer only the illusion of choice because I, well, just make it all up at the table.
I hope that helps!![]()
Except that by doing what you're saying, here, there's never any Illusionism. Illusionism requires GM Force -- which is the GM forcing a preferred outcome. Force becomes Illusionism when you hide the fact you're using Force through various obfuscations. If, instead, you're just following the player's interests, then there's never a need for Illusionism -- it's only when the GM has a preferred outcome (note outcome, not framing) that Force and Illusionism arrive on the scene.Don't be afraid of being called illusionist! It is not a bad thing if done sparingly.
Also, I think that your style of highly improvisational gameplay has a potential for rather satisfying player experience agency-wise. It doesn't automatically follow from it, but the potential is there. You kinda make things up as you go along, based on what the characters do, right? You have little reason to direct them into any particular direction as no direction was preplanned anyway. If the characters get interested in some thing that was randomly mentioned, then the story can be about that for a while. This lets the characters push the action into any direction they want and lets them do things they're interested in. And sure, you will need to create some twists and surprises or perhaps illusionise some details so that the world seems coherent and that's perfectly fine.
There are many levels of decisions. The GM may use illusionism on micro level decisions to help the players get where they wanted on the macro level. And the definition of illusionsim is not particularly clear; there was a long discussion earlier about the lying informant scenario and under what conditions it would have been illusionsim. I found that rather pointless.Except that by doing what you're saying, here, there's never any Illusionism. Illusionism requires GM Force -- which is the GM forcing a preferred outcome. Force becomes Illusionism when you hide the fact you're using Force through various obfuscations. If, instead, you're just following the player's interests, then there's never a need for Illusionism -- it's only when the GM has a preferred outcome (note outcome, not framing) that Force and Illusionism arrive on the scene.
I have played games in which I (as a player) had created my character purpose, and the GM was not really interested in that.I posted this before, but I'm going to reiterate it again. The question of agency boils down to: Who has created the purpose of my character?
Creating a purpose is not the same as accepting a quest from the GM, nor choosing from a GM provided list. It means what it says - I the player create for myself what my character is up to in this game. Otherwise someone else does.
It's an either / or situation. There's no sliding scale here - either I have created the purpose of my character or I have not.
Resolution systems then support one or other of these two binary options.
I wish people wouldn't conflate backstory, plot, situation and narration. Those are all completely seperate things. Authority for each of those can be seperated and transferred between rpg participants with no problem. There are a range of techniques to do this.
The fact that traditional games lump them together and call it 'GM-ing' doesn't change the fact that they are distinct and seperate parts of the game and can be moved independently between participants with no harm to consistency, immersion, plausibility, or any of these other frequently repeated (and false) claims.
A more general or abstract point, which reiterates what I and @AbdulAlhazred have already posted upthread, is this: getting to choose what my PC attempts seems like the baseline for playing a RPG. Without that, I'm just listening to the GM's monologue.If a player controls the actions of the main character of the story, it is rather weird to frame that as 'experiencing a narrative dictated by the GM.' If I am playing Luke and get to decide whether to join Vader on the Dark Side or not, that is pretty decent agency, even though I had not decided whether Vader was my dad or not.
I think this shows that we can't talk about system purely as mechanics - we also have to look at techniques of narration of consequence, and the principles that guide the application of those techniques.Both the PbtA moves and the Burning Wheel action resolution (and both advancement systems) are designed to facilitate the GM / MC to generate new challenges as a character sets about the purpose which the player has created.
Misplaced perceptions of how PbtA or Blades or Burning Wheel work (from vocal posters who've actually never played them, it has to be said) simply reveal a baseline failure to understand that everything from those games flows from the starting point of player created objectives.