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A Question Of Agency?
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<blockquote data-quote="Thomas Shey" data-source="post: 8138982" data-attributes="member: 7026617"><p>I think at this point you've associated a partial side-comment with something about my point about stances, and they aren't particularly related. My point regarding that was a default assumption that a character is at least largely motivated to some degree about self-preservation is kind of a reasonable baseline in any game where character death can be anything but an unusual rarity.</p><p></p><p></p><p></p><p>Notice my example included three options that are <em>all faithful.</em> They are all legitimate responses to an a decision in the context of the character. My claim is that, barring perturbation by exterior events (or the player just being in an unusual headspace for any reason), an IC Stance player will chose the one that seems <em>most</em> in-character for the character. An Actor Stance character may not, because he's also interested in the effect of his depiction, so within that range he may choose the less in-character (but still within its range one) that seems a more interesting depiction..</p><p></p><p></p><p></p><p>Eh. As it was developed in time, I think the distinction I'm making above is perfectly sound. The IC (and especially Deep IC) proponents were big into the idea that taking outside concerns into consideration was either anathema (the Deep IC ones) or at least undesirable (the IC ones who weren't Deep IC). Actor doesn't have some of the bigger picture elements that could be in play for Author or Director, but they still have concerns that cannot be described as entirely in-character/in-world in basis (and honestly, Audience always struck <em>me</em> as the odd man out of the bunch, though as I've noted I always thoughts the lines between them were blurry anyway. That doesn't mean I don't think they're a useful framework to talk about where people draw the lines on how they chose to play a character (as was the concept of Token play, which seems to have fallen off the conceptual stage there, but that's what happens when concepts are evolved over a period.)</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8138982, member: 7026617"] I think at this point you've associated a partial side-comment with something about my point about stances, and they aren't particularly related. My point regarding that was a default assumption that a character is at least largely motivated to some degree about self-preservation is kind of a reasonable baseline in any game where character death can be anything but an unusual rarity. Notice my example included three options that are [I]all faithful.[/I] They are all legitimate responses to an a decision in the context of the character. My claim is that, barring perturbation by exterior events (or the player just being in an unusual headspace for any reason), an IC Stance player will chose the one that seems [I]most[/I] in-character for the character. An Actor Stance character may not, because he's also interested in the effect of his depiction, so within that range he may choose the less in-character (but still within its range one) that seems a more interesting depiction.. Eh. As it was developed in time, I think the distinction I'm making above is perfectly sound. The IC (and especially Deep IC) proponents were big into the idea that taking outside concerns into consideration was either anathema (the Deep IC ones) or at least undesirable (the IC ones who weren't Deep IC). Actor doesn't have some of the bigger picture elements that could be in play for Author or Director, but they still have concerns that cannot be described as entirely in-character/in-world in basis (and honestly, Audience always struck [I]me[/I] as the odd man out of the bunch, though as I've noted I always thoughts the lines between them were blurry anyway. That doesn't mean I don't think they're a useful framework to talk about where people draw the lines on how they chose to play a character (as was the concept of Token play, which seems to have fallen off the conceptual stage there, but that's what happens when concepts are evolved over a period.) [/QUOTE]
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