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*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8133395" data-attributes="member: 42582"><p>Sure. That's why I posited, upthread, that low-player-agency games are pretty common in the world of RPGing.</p><p></p><p>I think on this, at least, [USER=99817]@chaochou[/USER] and I are ad idem.</p><p></p><p>EDIT because this subsequent post of yours also seemed relevant to this:</p><p></p><p>The practical difference is huge, for me at least. As player and GM.</p><p></p><p>As GM: I am not interested in writing a plot in advance, or setting up a "quest" or "adventure". That's not why I engage in RPGing as my main creative outlet (outside of my work).</p><p></p><p>As a player: I posted upthread about my Burning Wheel GM who introduced NPCs who had no connection to my PC but were of interest to him; and how I (in playing my PC) ignored them, and used the tools at my disposal (ie action declarations) to shift the focus of the action back onto the stuff I cared about.</p><p></p><p>One way to get better at GMing, or RPGing in general, is to do it.</p><p></p><p>But another way is to talk and read about it. Which is what these threads are for.</p><p></p><p>Before I read Ron Edwards's essays on The Forge, I hadn't been able to work out what it was that made my Rolemaster games good, and what it was that caused them to have moments of frustration. (Of course I could tell when I was being frustrated; but it was Edwards who let me work out <em>why</em>, and what techniques I could change or just let go of to alter that.)</p><p></p><p>Before I read [USER=16586]@Campbell[/USER]'s posts on this forum I didn't appreciate the significant difference between how Apocalypse World works and how Burning Wheel (and other systems closer to it, eg Cortex+ Heroic; 4e D&D) work. Having learned that from Campbell has been a big help to me in running my current Classic Traveller game.</p><p></p><p>Etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8133395, member: 42582"] Sure. That's why I posited, upthread, that low-player-agency games are pretty common in the world of RPGing. I think on this, at least, [USER=99817]@chaochou[/USER] and I are ad idem. EDIT because this subsequent post of yours also seemed relevant to this: The practical difference is huge, for me at least. As player and GM. As GM: I am not interested in writing a plot in advance, or setting up a "quest" or "adventure". That's not why I engage in RPGing as my main creative outlet (outside of my work). As a player: I posted upthread about my Burning Wheel GM who introduced NPCs who had no connection to my PC but were of interest to him; and how I (in playing my PC) ignored them, and used the tools at my disposal (ie action declarations) to shift the focus of the action back onto the stuff I cared about. One way to get better at GMing, or RPGing in general, is to do it. But another way is to talk and read about it. Which is what these threads are for. Before I read Ron Edwards's essays on The Forge, I hadn't been able to work out what it was that made my Rolemaster games good, and what it was that caused them to have moments of frustration. (Of course I could tell when I was being frustrated; but it was Edwards who let me work out [I]why[/I], and what techniques I could change or just let go of to alter that.) Before I read [USER=16586]@Campbell[/USER]'s posts on this forum I didn't appreciate the significant difference between how Apocalypse World works and how Burning Wheel (and other systems closer to it, eg Cortex+ Heroic; 4e D&D) work. Having learned that from Campbell has been a big help to me in running my current Classic Traveller game. Etc. [/QUOTE]
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