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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8137390" data-attributes="member: 6785785"><p>No. </p><p></p><p>It gives the player points of connection to the world. It gives them the ability to help say what kind of story they want the game to be.</p><p></p><p>To give a specific example so that you don't think I'm some short attention simpleton....tonight I just finished a session in my group's new campaign, which is a super hero game based on the Blades in the Dark rules. The setting is one that I've loosely designed, the details of which we are establishing through play. </p><p></p><p>One PC has a background of "Criminal" in that he used to be a criminal before seeing the light and deciding to try and be a hero. The exact details had not yet been established. So in tonight's game, when the team ran afoul of some enhanced street gangs, the player asked if he could use his past as a criminal to shed light on the local gangs. We decided that he was a one time member of one of the gangs, and so he had some basic details at his disposal. </p><p></p><p>So he leveraged some backstory to hep with their current situation. Nothing he did was some kind of predetermined thing of mine as the GM. He came up with it, and asked about it, and then we talked it out, and established the details. Now it's a part of his character's backstory.</p><p></p><p>How do you see this as a cheat code that somehow invalidates any risk or cost? It's simply not the case.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8137390, member: 6785785"] No. It gives the player points of connection to the world. It gives them the ability to help say what kind of story they want the game to be. To give a specific example so that you don't think I'm some short attention simpleton....tonight I just finished a session in my group's new campaign, which is a super hero game based on the Blades in the Dark rules. The setting is one that I've loosely designed, the details of which we are establishing through play. One PC has a background of "Criminal" in that he used to be a criminal before seeing the light and deciding to try and be a hero. The exact details had not yet been established. So in tonight's game, when the team ran afoul of some enhanced street gangs, the player asked if he could use his past as a criminal to shed light on the local gangs. We decided that he was a one time member of one of the gangs, and so he had some basic details at his disposal. So he leveraged some backstory to hep with their current situation. Nothing he did was some kind of predetermined thing of mine as the GM. He came up with it, and asked about it, and then we talked it out, and established the details. Now it's a part of his character's backstory. How do you see this as a cheat code that somehow invalidates any risk or cost? It's simply not the case. [/QUOTE]
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