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A Question Of Agency?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8136296" data-attributes="member: 7025508"><p>You seem to be tripping up on semantics again. 'Plot hook' definitely is just an interesting thing that potentially directs towards more interesting things. In your example the mention of the Rufus' master is a clear plot hook for investigating who this master is and what they want. By your definition a GM who improvises could never use 'plot hooks' and that definitely is not the case.</p><p></p><p></p><p>(I still don't actually know anything about Traveller. Space something probably...) First of, existence of general type of a person or good and existence of <em>an unique specific thing you made</em> up are rather drastically different things. Furthermore, in most games in these sort of "I see if I can find any guns/drugs/etc" situations the Gm is perfectly within their rights to just say "no, this is not sort of place they can be found at." I.e. the GM actually determines whether the thing is present, the player determines whether their character manages to find it.</p><p></p><p></p><p>You have some sort of weird category error going on here. These are completely different sort of things. If your character decides to attack the orc, you don't get to decide what the orc does, the GM decides that. And whether that orcs attempts to defend (assuming that the GM decides that this is what they do) is represented via some passive number such as in D&D or via some active roll like in many other games really does not affect that. That is completely different than narrative level ability to summon towers into being! Can you really not tell the difference between deciding the actions of your character and deciding things about the world, external to your character? Damn, this is a bizarre conversation...</p><p></p><p></p><p>Right. the demon encounter is a clear plot hook towards Evard then. </p><p></p><p></p><p>Encounters can still be 'random' in a sense that they're just standalone things and not really connected to anything. I meanly meant it like that.</p><p></p><p></p><p>Yes, there can be many different kinds of plot hooks. I already know that...</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8136296, member: 7025508"] You seem to be tripping up on semantics again. 'Plot hook' definitely is just an interesting thing that potentially directs towards more interesting things. In your example the mention of the Rufus' master is a clear plot hook for investigating who this master is and what they want. By your definition a GM who improvises could never use 'plot hooks' and that definitely is not the case. (I still don't actually know anything about Traveller. Space something probably...) First of, existence of general type of a person or good and existence of [I]an unique specific thing you made[/I] up are rather drastically different things. Furthermore, in most games in these sort of "I see if I can find any guns/drugs/etc" situations the Gm is perfectly within their rights to just say "no, this is not sort of place they can be found at." I.e. the GM actually determines whether the thing is present, the player determines whether their character manages to find it. You have some sort of weird category error going on here. These are completely different sort of things. If your character decides to attack the orc, you don't get to decide what the orc does, the GM decides that. And whether that orcs attempts to defend (assuming that the GM decides that this is what they do) is represented via some passive number such as in D&D or via some active roll like in many other games really does not affect that. That is completely different than narrative level ability to summon towers into being! Can you really not tell the difference between deciding the actions of your character and deciding things about the world, external to your character? Damn, this is a bizarre conversation... Right. the demon encounter is a clear plot hook towards Evard then. Encounters can still be 'random' in a sense that they're just standalone things and not really connected to anything. I meanly meant it like that. Yes, there can be many different kinds of plot hooks. I already know that... [/QUOTE]
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