Lanefan
Victoria Rules
"Agency down to 60%, Cap'n! We cannae hold together much longer!"... in a sandbox you are at like 50% agency and in something like Blades in the Dark or Burning Wheel, you are at 80 or 90% agency ...
"Agency down to 60%, Cap'n! We cannae hold together much longer!"... in a sandbox you are at like 50% agency and in something like Blades in the Dark or Burning Wheel, you are at 80 or 90% agency ...
The reason is that RPGs aren’t games in the conventional sense. Game theory has only narrow application to RPGs. What makes tabletop roleplaying distinct is its character-centric play loop: the referee describes the situation, the players describe what their characters do, the referee adjudicates, and then describes the resulting situation. This cycle, pioneered by Dave Arneson in his Blackmoor campaign, is the core of the experience.
Probably, but there wouldn't be the same depth of additional thought behind it; I'd be describing a no-context snapshot rather than a moment in an established (if bare-bones) ongoing history. (I should note the list of Emperors is player-visible and always has been, as the more educated among the PCs would either know it or very easily be able to access it)Well, I would expect that you could have just as easily come up with 6 to 10 words on the spot!
Other than perhaps me-as-DM floundering in the moment while trying to think of what the place was like 650 years ago, whether it was the same Empire, what language was in common use (relevant when the back-in-time PC tries to interact with anyone), etc. etc.There's nothing wrong with having done all that ahead of time... but it's not necessary, and you'd have been just fine if you hadn't.
Well, I don't think it would happen exactly like that, but it might. The description would probably be more specific, like say in Dungeon World the GM might describe a scene, with the setting being a village, without defining anything further about it. This scene would engage something of concern to a PC. It might reveal a threat, pose a choice, probably as a dilemma, etc. The players might be asked questions about the village in the course of this play. One might establish that it's people are part of her clan. Another might note their economy, etc. These would become canonical and probably be made relevant in play, though something might prove extraneous, like the basket weaving perhaps.
Note that DW GMs are certainly free to prep whatever, but the game advises leaving significant 'holes'. Normally this will be in the form of fronts. So a village of basket weavers could be a danger, or more likely threatened themselves, maybe their destruction is an omen.
In addition to what @Micah Sweet said, not everybody is great at coming up with history on the fly.Well, I would expect that you could have just as easily come up with 6 to 10 words on the spot!
There's nothing wrong with having done all that ahead of time... but it's not necessary, and you'd have been just fine if you hadn't.
But, in, say, a Dungeon World game I might run, where do my players lack any freedom to do something that is present in your game? I mean, yes DW assumes that play will always be substantive and relegates other things like shop keeping or other nonconsequential RP to a non mechanical freeform format, assuming you want to include it. Still, assuming the table agrees, you have this option. Heck, the players can agree to let the GM run a mystery story with hidden facts. It could even be structured like a front. It's not exactly the kind of play that DW is made for, but you can do whatever.I view my players having just as much agency even though it's expressed in a different way. Their decisions have a different impact but it still drives the direction of the campaign and they are making important decisions that alter the game world all the time. The changes are simply, one again, different. Having agency to me isn't impacted by what decisions you make or what they affect, it's that you make decisions based on a reasonable level of knowledge and that the decisions matter.
We don't know.How long before the specific scenario with the Naga was it that the PC adopted the goal of bringing Joachim's blood to his master? I've been assuming this was a long-term goal of the character's, and what we're being told about is the key moment in which he actually got the blood he sought.
That intervening time between declaration of goal and the Naga scene is, one would think, when the character could have picked up a belt pouch and some very basic blood-collecting supplies.
To butcher a famous quote (was it Dick Chaney's), there's known unknowns and unknown unknowns. Suspecting the info is incomplete or inaccurate makes it a known unknown, and they can (and, one hopes, will) follow up on that and try for confirmation or clarification.Is it that surprising that if people suspect they have incomplete information with a topic, that they'd approach it differently?
I mean out in the world... let's not take posts on ENW into account on this!
I think we agreed to disagree on this one quite a while back.I think secret rolls are antagonistic to player agency.
I understand your reason for them due to our years of interaction... but what's gained is not worth what's lost.
The dice roll doesn't dictate their behavior or reaction; it tells me (and them) what they're reacting to.But why would a dice roll dictate their behavior? Shouldn't the players get to choose how they want to react?
As do I, in terms of not cheating etc.Sure, OTOH I trust players to play with integrity.
Just because it's 2025 doesn't mean the players should get a free pass.Why is one side of the screen privileged? I feel like this stems back to some primordial formulation of play where everything was supposed to be a contest between the GM's diabolical cunning dungeon design and the players ability to read between the lines and or bitch every pixel assiduously enough to not get squicked by the ear seekers. It's 2025, not 1975 anymore...