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A Question Of Agency?
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<blockquote data-quote="innerdude" data-source="post: 8137182" data-attributes="member: 85870"><p>Mostly to clarify for [USER=7016699]@prabe[/USER] --- Just so you know, when [USER=42582]@pemerton[/USER] first started talking about a lot of these principles / play style, I bounced off them <em>hard</em>. It felt like total anathema to what I knew, what I thought should "work" in RPG play. Especially because he was using them in context of D&D 4, which I positively despised at the time, and didn't think it was worth my while to even consider them.</p><p></p><p>It took a long time for me to really grok what he was talking about --- how to push play into areas that allowed more player control over the fiction, how it was possible to let those player-generated elements become more central to play, how to frame the fiction to better support it, etc.</p><p></p><p>At that time, I had only ever played D&D --- some B/X, BECMI, and 3.x. I had zero other frame of reference. I've since abandoned D&D entirely (have literally played 2 sessions total of a d20-based system since 2010) in favor of Savage Worlds, but even Savage Worlds is still very much a "traditional" style action/resolution style RPG. Granted, in my opinion it plays a lot like a fast-and-loose but incredibly fun take on BECMI, but it's still got more in common with D&D as a general task-resolution framework than say, Fate or Apocalypse World.</p><p></p><p>It wasn't until I really started branching out into other "stuff" that it started to click on what these new-fangled "indie" systems were pushing toward.</p><p></p><p>One main reason you'll get so many strong responses to your posts is because of what [USER=82106]@AbdulAlhazred[/USER] notes in his quote --- D&D has never, not once, explicitly directed players/GMs to consider techniques like the ones being espoused outside its original breeding ground. There's an information void, where D&D players are often not aware that there's even an alternative point of view to consider, let alone that it might actually produce a gameplay style they'd like better if they gave it a shot.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8137182, member: 85870"] Mostly to clarify for [USER=7016699]@prabe[/USER] --- Just so you know, when [USER=42582]@pemerton[/USER] first started talking about a lot of these principles / play style, I bounced off them [I]hard[/I]. It felt like total anathema to what I knew, what I thought should "work" in RPG play. Especially because he was using them in context of D&D 4, which I positively despised at the time, and didn't think it was worth my while to even consider them. It took a long time for me to really grok what he was talking about --- how to push play into areas that allowed more player control over the fiction, how it was possible to let those player-generated elements become more central to play, how to frame the fiction to better support it, etc. At that time, I had only ever played D&D --- some B/X, BECMI, and 3.x. I had zero other frame of reference. I've since abandoned D&D entirely (have literally played 2 sessions total of a d20-based system since 2010) in favor of Savage Worlds, but even Savage Worlds is still very much a "traditional" style action/resolution style RPG. Granted, in my opinion it plays a lot like a fast-and-loose but incredibly fun take on BECMI, but it's still got more in common with D&D as a general task-resolution framework than say, Fate or Apocalypse World. It wasn't until I really started branching out into other "stuff" that it started to click on what these new-fangled "indie" systems were pushing toward. One main reason you'll get so many strong responses to your posts is because of what [USER=82106]@AbdulAlhazred[/USER] notes in his quote --- D&D has never, not once, explicitly directed players/GMs to consider techniques like the ones being espoused outside its original breeding ground. There's an information void, where D&D players are often not aware that there's even an alternative point of view to consider, let alone that it might actually produce a gameplay style they'd like better if they gave it a shot. [/QUOTE]
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