That wasn't what I said. I said, the logic is that it is meaningless if the car seat provides perfect protection against the crash - if there is no chance of my choice to put my child in the seat not achieving what I hope it will.I’d suggest that’s precisely the reason you put your child in the car seat - There’s always a chance of a car crash.
Not really. If situation X will never come up in play, for any of a host of reasons, then the fact that the rulebook doesn't explain how to deal with it doesn't show that the rules can't work.Hypotheticals are counter examples!
I was talking about combat there, not storyHow? What unmediated rule will produce the results I've described in this thread: the black arrows, Gerda running through the Elven Dreamwalker, who as a result is purged of her obsession with the Elfstone; Thurgon's unhappy reunion with his brother Rufus; etc.
I don't see these as particularly different. For instance, Gerda running through the Dreamwalker, and thus driving out her lust for the Elfstone, was the resolution of a combat (in Torchbearer language, a Kill conflict).I was talking about combat there, not story
you do not know that beforehand though, and no seat provides perfect protectionThat wasn't what I said. I said, the logic is that it is meaningless if the car seat provides perfect protection against the crash - if there is no chance of my choice to put my child in the seat not achieving what I hope it will.
Not really. If situation X will never come up in play, for any of a host of reasons, then the fact that the rulebook doesn't explain how to deal with it doesn't show that the rules can't work.
I also find that nearly all the hypotheticals involving the Noble are described in terms of the fiction ("You're on the City of Brass - why would the Pasha of the Efreet meet with you?"), rather than in terms of the process of play. So they're not helpful for understanding player agency, which has nothing to do with the content of the fiction and everything to do with the processes of play.
And finally, I refute every hypothetical conjecture that allowing players a high degree of agency will produce illogical, inconsistent, shallow fiction by adducing multiple actual play examples that demonstrate the opposite.
the combat part I see no issue with handling purely mechanical, at a high enough level of abstraction.I don't see these as particularly different. For instance, Gerda running through the Dreamwalker, and thus driving out her lust for the Elfstone, was the resolution of a combat (in Torchbearer language, a Kill conflict).
Quest-givers, as a general phenomenon in RPGing, are a threat to player agency in my view, as they provide a very obvious entry-point for the GM to impose their conception onto the shared fiction. This is at least part of what is lying behind @chaochou's reference to players setting their own goals.When I look at that noble audience, I see rewarding player agency, but also in my evil black DM heart, I see it as a chance to make things more interesting and dangerous for the group and move the game forward.
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I get to give them a job or a quest to perform
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What's not to like here? Is it a better game if they get a quest from a robed stranger in a tavern?
Suppose that it did. Would it therefore be a meaningless decision to choose it, rather than to choose a less reliable one and thus gamble with my child's life?you do not know that beforehand though, and no seat provides perfect protection