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A Question Of Agency?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8135830" data-attributes="member: 7025508"><p>And the characters are not going to investigate any of those? They were not dropped there to possibly characters to that direction? That no one at the moment doesn't know exactly know where they lead doesn't change that they're plot hooks. In improvisational game the GM often drops plot hooks and only after the players decide to follow some of them they decide where exactly they lead. Same thing here.</p><p></p><p></p><p><em>When </em>the thing was determined really has nothing to do with point. </p><p></p><p></p><p>Right. So you as a player used a meta power to summon a setting element you had invented into the existence and then had to roll whether that meta power actually works. </p><p></p><p></p><p>I have not ever player Traveller, but it seems to me that the GM setting up difficulty is the same thing than the GM determining what is possible. </p><p></p><p></p><p>Words are not synonyms but describe the same situation. And it definitely is unimmersive to a lot of people, I know it is for me. This is not some absolute 'and thus it never ever should be done', but yes, it is something I do prefer not to be a central element in a RPG. </p><p></p><p></p><p>Who physically rolls the randomiser or what exact sort of randomiser is used doesn't really matter here. The player is not introducing any significant setting details with their action declaration.</p><p></p><p></p><p>A dangerous demon is loose; maybe fight it guys? Pretty standard RPG plot. And in a good game this would probably be connected to something else (i.e. to a more complicated plot) instead of being a mere random encounter.</p><p></p><p></p><p>Yes, it is pretty much that.</p><p></p><p>Modules by their nature must present things differently.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8135830, member: 7025508"] And the characters are not going to investigate any of those? They were not dropped there to possibly characters to that direction? That no one at the moment doesn't know exactly know where they lead doesn't change that they're plot hooks. In improvisational game the GM often drops plot hooks and only after the players decide to follow some of them they decide where exactly they lead. Same thing here. [I]When [/I]the thing was determined really has nothing to do with point. Right. So you as a player used a meta power to summon a setting element you had invented into the existence and then had to roll whether that meta power actually works. I have not ever player Traveller, but it seems to me that the GM setting up difficulty is the same thing than the GM determining what is possible. Words are not synonyms but describe the same situation. And it definitely is unimmersive to a lot of people, I know it is for me. This is not some absolute 'and thus it never ever should be done', but yes, it is something I do prefer not to be a central element in a RPG. Who physically rolls the randomiser or what exact sort of randomiser is used doesn't really matter here. The player is not introducing any significant setting details with their action declaration. A dangerous demon is loose; maybe fight it guys? Pretty standard RPG plot. And in a good game this would probably be connected to something else (i.e. to a more complicated plot) instead of being a mere random encounter. Yes, it is pretty much that. Modules by their nature must present things differently. [/QUOTE]
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