FrogReaver
The most respectful and polite poster ever
If you can’t succeed then you have no choice to affect a change.But not to succeed, or even have a chance. Sure, go fight the dragon at first level.
If you can’t succeed then you have no choice to affect a change.But not to succeed, or even have a chance. Sure, go fight the dragon at first level.
You have the choice to enter the dragons lair or not. Goals matter too, of ypu were teying to draw the dragon off, for example, that might be achievable. More importantly, if you back up a few steps, you have the choice of goals, one of which was the dragon. At least in some games you have that. Not so much in more linear games.If you can’t succeed then you have no choice to affect a change.
I try not to guess at what people find interesting or not, what they find meaningful. Instead I start with a setting, ask what the player what they find interesting about it or just a common what they want to do. Give a couple of possibilities and once they settled on a choice proceed with character creation, outlining the initial situation, and detailing the locales.For "meaningful", this is necessary but not sufficient for a lot of gamers.
Where one falls in this fault line is only the starting point of our conversation.
What "not sufficient" entails is what this thread has been about. Understanding the architecture of that and the pretty profound nuance of that is a bold undertaking. But it is absolutely worthwhile.
Not just power. Power is a component though.If agency is about having the ability to affect change in the world exactly the way you want to then I’d say agency in this definition is just a synonym for power.
Trying to draw the dragon off is just something the level 1 character might succeed at. He has the ability to affect that particular change.You have the choice to enter the dragons lair or not. Goals matter too, of ypu were teying to draw the dragon off, for example, that might be achievable. More importantly, if you back up a few steps, you have the choice of goals, one of which was the dragon. At least in some games you have that. Not so much in more linear games.
Agreed (that is what is required under your definition of agency). And my point is that you can have agency in a particular situation even when you don’t have the power to do the thing you really want to do. There are nearly always other meaningful choices you can make.Not just power. Power is a component though.
In order for that power to be useful you also require the autonomy to direct it and the information to know where to direct it. All three are required, but may be present in different quantities.
1) Stuff that's like bracelet sized or smaller can be stored 8 to a pouch, which takes up one slot. Generally I think it's appropriately punishing. BH runs on a 3d6 stat gen model, so a lot of characters are going to be in the 8-12 range. Even a wizard has half of that filled just with his staff, spell book and other starting kit. It's tough to really load out on rations to short circuit the play loop. A porter or pack mule carries 12 items, which is cool, and neither are particularly expensive, but both suffer from morale and are squishy, so if you loaf them out with rations and count on it you could be in a serious pickle when they flee midway through a tough fight, or as the result of a fear mechanic roll. That should also give an idea about the treasure decision point, which really isn't about how much treasure can we all carry if we empty our packs. You can go double on STR slots at the cost of being encumbered and moving at half speed, but again, very risk-reward.Thanks for that. Questions:
1) Every item is 1 Load and Strength score = Load? How does this work out in play, do you think? Punishing enough? Decision-point-ey with respect to treasure enough? How do Porters/Pack Mules work?
2) What is the Coin: Supplies economy like? Too forgiving? Punishing enough?
3) What is the Exhaustion Level Refresh Rate?
4) HP Threshold for Level of Exhaustion?
5) Exhaustion Level able to be accrued within the Panic rules (if not 1st order than 2nd order)?
6) How can Rations and Light Complications be made manifest (eg "you got x result on action resolution or y came up on encounter table...A colony of bats explodes from a chimney and moves all around you in the tightening passage...the flame gutters...do you protect it and accept and risk burns or bites - roll Light to see if it survives and save against fire/bats...or do you hit the deck and let it go out to save yourself...or something else?").
That's what I thought.I had to go back and look, it's actually in the Expert Booklet on X54, which makes it Cook and Marsh, not Moldvay mea culpa.
I try not to guess at what people find interesting or not, what they find meaningful. Instead I start with a setting, ask what the player what they find interesting about it or just a common what they want to do. Give a couple of possibilities and once they settled on a choice proceed with character creation, outlining the initial situation, and detailing the locales.
Not unlike a tour guide asking their group what kind of places they would like to visit then working with to plan out the initial itinerary. Then adjusting that itinerary through the trip until they come home.
But unlike a real world trip the virtue of using pen, paper, dice, and imagination, the direction of the campaign can radically be altered if it turns out to be something uninteresting.
But all of this is tempered with the fact that choices have consequences. That at the end of the day, the wrong choice will leave to undesired or negative consequences. That chance is part of the equation. My job as referee in regard to this aspect is to ensure the players have and understand all the information their character's would have. If a series of bad choices leads to not getting to the lost brother in time. Then that how it plays out. In my experience it is rare that a single choice result in a consequence of that magnitude. Usually a result many bad choices along the way.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.