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*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8135200" data-attributes="member: 7025508"><p>You are overtly focusing the form over function. Of course plot hooks in a pre-written module that is meant to be usable by anyone who happens to pick it up will be presented differently than those generated by a GM who knows their players and characters. But here 'who is the master' and 'why is Rufus getting wine' are clearly plot hooks (albeit the latter barely qualifies) and in essence are not different than 'what are the orcs doing here' from my earlier example. </p><p></p><p>You're merely obfuscating things under jargon. At some point a human being has to make a conscious decision about these things.</p><p></p><p></p><p>Being able to find out whether there is someone willing to sell weapons is a different thing than being able to dictate existence of certain things. And if the players can do that, they are considering things from narrator perspective. You have given them power to summon things into being, and they certainly are aware of that. The claim that true agency requires the players to have reality editing powers is rather extreme one. A lot of people wind such highly unimmersive.</p><p></p><p></p><p>How? Who came up with the idea that the tower could even potentially exist? Who determined that Edward exist and that he would live in a tower instead of a Winnebago? Who determined which exact results of the dice result the tower being there and which would result something else? You're again just trying to obfuscate the decision making process under mechanical jargon. 'Action resolution mechanic' is just a mathematical construct, it does nothing unless a human being set the axioms for it.</p><p></p><p></p><p>That's pretty effective plot hook! The characters must instantly respond!</p><p></p><p></p><p>Same questions than with the tower. Who decided that it was even a possibility that Edward was sorcerer, or evil? Why are we rolling for that and not whether he is a peaceful florist? Where do these concepts come from?</p><p></p><p></p><p>Are you trying to say here that the GM (based on their knowledge of the PCs motivations) set up a plot hook for which the PCs would be likely to respond?</p><p></p><p></p><p>GM setting up an adventure or 'quest'. Yep.</p><p></p><p></p><p>Players using the narrator stance.</p><p></p><p></p><p>Pretty basic skill check resolution where the GM gives information relating to the adventure they have made.</p><p></p><p></p><p>Attitudes matter more than the system though. You can easily have a high player agency game with a completely traditional system. It merely requires that the players are proactive, declare goals, take initiative; it doesn't require giving them reality editing powers.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8135200, member: 7025508"] You are overtly focusing the form over function. Of course plot hooks in a pre-written module that is meant to be usable by anyone who happens to pick it up will be presented differently than those generated by a GM who knows their players and characters. But here 'who is the master' and 'why is Rufus getting wine' are clearly plot hooks (albeit the latter barely qualifies) and in essence are not different than 'what are the orcs doing here' from my earlier example. You're merely obfuscating things under jargon. At some point a human being has to make a conscious decision about these things. Being able to find out whether there is someone willing to sell weapons is a different thing than being able to dictate existence of certain things. And if the players can do that, they are considering things from narrator perspective. You have given them power to summon things into being, and they certainly are aware of that. The claim that true agency requires the players to have reality editing powers is rather extreme one. A lot of people wind such highly unimmersive. How? Who came up with the idea that the tower could even potentially exist? Who determined that Edward exist and that he would live in a tower instead of a Winnebago? Who determined which exact results of the dice result the tower being there and which would result something else? You're again just trying to obfuscate the decision making process under mechanical jargon. 'Action resolution mechanic' is just a mathematical construct, it does nothing unless a human being set the axioms for it. That's pretty effective plot hook! The characters must instantly respond! Same questions than with the tower. Who decided that it was even a possibility that Edward was sorcerer, or evil? Why are we rolling for that and not whether he is a peaceful florist? Where do these concepts come from? Are you trying to say here that the GM (based on their knowledge of the PCs motivations) set up a plot hook for which the PCs would be likely to respond? GM setting up an adventure or 'quest'. Yep. Players using the narrator stance. Pretty basic skill check resolution where the GM gives information relating to the adventure they have made. Attitudes matter more than the system though. You can easily have a high player agency game with a completely traditional system. It merely requires that the players are proactive, declare goals, take initiative; it doesn't require giving them reality editing powers. [/QUOTE]
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