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A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8135575" data-attributes="member: 42582"><p>I take it that by "system" here you mean <em>mechanics</em> - not <em>mechanics + techniques</em>.</p><p></p><p>In which case it depends a bit on mechanics. I run Classic Traveller - I think that gets to count as a "traditional system", given it's from 1977 (though I do incorporate some elements of some of the later supplements). It does have the Streetwise mechanic I've described upthread, which some may regard as "non-traditional", and it encourages the referee to work with the player to make sense of superficially contradictory upshots of random world generation, which some may regard as a "non-traditional" degree of collaboration in background and world-building.</p><p></p><p>I think my Classic Traveller game has quite a high degree of player agency.</p><p></p><p>I don't think it's easy to run a high player agency game with Gygax's AD&D, though, unless that is going to be very traditional dungeon-crawling. There aren't the mechanics, for instance, to support a high agency urban intrigue game (eg nothing comparable to Classic Traveller's Admin, Streetwise and Bribery skills).</p><p></p><p>EDIT: I just read [USER=82106]@AbdulAlhazred[/USER]'s posts about AD&D. They explain really well, in more detail, my reasons for the paragraph above this one.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8135575, member: 42582"] I take it that by "system" here you mean [I]mechanics[/I] - not [I]mechanics + techniques[/I]. In which case it depends a bit on mechanics. I run Classic Traveller - I think that gets to count as a "traditional system", given it's from 1977 (though I do incorporate some elements of some of the later supplements). It does have the Streetwise mechanic I've described upthread, which some may regard as "non-traditional", and it encourages the referee to work with the player to make sense of superficially contradictory upshots of random world generation, which some may regard as a "non-traditional" degree of collaboration in background and world-building. I think my Classic Traveller game has quite a high degree of player agency. I don't think it's easy to run a high player agency game with Gygax's AD&D, though, unless that is going to be very traditional dungeon-crawling. There aren't the mechanics, for instance, to support a high agency urban intrigue game (eg nothing comparable to Classic Traveller's Admin, Streetwise and Bribery skills). EDIT: I just read [USER=82106]@AbdulAlhazred[/USER]'s posts about AD&D. They explain really well, in more detail, my reasons for the paragraph above this one. [/QUOTE]
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