Okay! That's a very interesting development, given we have people very specifically saying they're
happy that "trad" games
do not do that. Would you care to elaborate? I'm genuinely interested in where you see player agency (as I am using the term, not as
failed the IF already... no idea here, but I guess they are relatively similar. I believe I would rule in favor of trad chars here. In narrative games there is more 'I wager X to accomplish Y', in trad it is more 'I attempt Y'. The latter is more agency / less restrictive to me. Not sure if you want to lump that on the player side instead.
There's no "wagering" in Dungeon World--at all. Most "narrative" games
don't do that. There is more interest in/concern for asking what things people
care about, but no "wagering" anything to accomplish something. Dungeon World doesn't have meta-currencies at all, in fact. So this is a bit confusing, because you seem to be talking about something that is...actually not that common in "narrative" games, but your point only works if it
is common to the point of universal in "narrative" games.
Did you mean to say, " you seriously do not see a difference?"
No, I don't think they did. I think they were expressing severe confusion that there could even
be an asserted difference between the two, by making a statement and then ending it with a question mark.
I seriously do not see a difference worth speaking about when it comes to using your character's Inspiration or the character using their Shield spell? Why it is touted as some sort of mechanic outside the game as opposed to another resource like a HD or spell expended for Smite.
No I mean, me. There is no difference from my perspective.
So, let us consider a simplistic analogy.
You have a person who is playing Hobbesball. Unlike Calvinball, Hobbesball has a lot of rules. There are specific maneuvers and behaviors you can perform while playing Hobbesball. Things not on that list are not allowed by the rules.
Now, imagine that instead of being your body, you are actually a homunculus inside that body. You, the homunculus, can initiate specific moves through that body, in order to play Hobbesball. As far as a person external to that body could see, this is identical to the situation where there is no difference between body and homunculus; for example, you the homunculus have no idea whether the other players are simply normal-sized people playing, or bodies with homunculi like yourself.
But then, some third party sends you, the homunculus, a message. They reveal that you, the homunculus, actually have a magical power--you can cause the ball to stop moving when it should keep going as it flies through the air, or cause it to fly through the air longer than it should. This ability is
not something that an ordinary, not-a-body-with-a-homunculus player could use. Consequently, you, the homunculus, have a form of control that no non-homunculus, regular-bodied player can have.
Casting
shield is something which can be parsed purely in terms of what the character thinks and wants. You, the IRL person, are a homunculus inside that fictional body, but if there were no homunculus, if this fictional person actually existed in the world they fictionally inhabit, they could still cast
shield.
They could not decide that, for
this attack, they are Inspired and thus much more likely to succeed. That's not even remotely parse-able as a choice the character could make. And yet, it clearly is a choice the player can make.