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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8139897" data-attributes="member: 6785785"><p>Sure, the setting has elements that are typically found in horror stories....ghosts and vampires and the like. I’d probably put it on par with Ravenloft in that sense. It’s kind of gothic. </p><p></p><p></p><p></p><p>Sure, I think there are probably different ways to portray horror. Different ways to portray different kinds of horror, even. </p><p></p><p>I think that sense of the inevitable is what I was talking about. When something seems inevitable, it’s like nothing you do matters. No choice matters.</p><p></p><p>That’s a feeling that I think can be evoked by limiting player agency. </p><p></p><p>But I wouldn’t say it’s required for horror, nor would I say that the actual conclusion needs to be foregone. There’s usually one survivor who gets away from the slasher or who avoids being driven mad by strange forces.</p><p></p><p></p><p></p><p>Having played a couple of them, they felt fairly limited as far as player agency goes. It wasn’t absent, but it wasn’t anything like Blades in the Dark or Apocalypse World. </p><p></p><p>The scenario is very focused. The PCs are pregenerated, which you could change of course, but their motivations and relationships are designed around the scenario. The results aren’t necessarily predetermined....but there’s only a couple ways it could go. </p><p></p><p>I want to give it a shot on campaign mode with our own PCs and so on. See how different that experience would be. I definitely recommend the game....it’s a lot of fun, and easy to grasp the basics.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8139897, member: 6785785"] Sure, the setting has elements that are typically found in horror stories....ghosts and vampires and the like. I’d probably put it on par with Ravenloft in that sense. It’s kind of gothic. Sure, I think there are probably different ways to portray horror. Different ways to portray different kinds of horror, even. I think that sense of the inevitable is what I was talking about. When something seems inevitable, it’s like nothing you do matters. No choice matters. That’s a feeling that I think can be evoked by limiting player agency. But I wouldn’t say it’s required for horror, nor would I say that the actual conclusion needs to be foregone. There’s usually one survivor who gets away from the slasher or who avoids being driven mad by strange forces. Having played a couple of them, they felt fairly limited as far as player agency goes. It wasn’t absent, but it wasn’t anything like Blades in the Dark or Apocalypse World. The scenario is very focused. The PCs are pregenerated, which you could change of course, but their motivations and relationships are designed around the scenario. The results aren’t necessarily predetermined....but there’s only a couple ways it could go. I want to give it a shot on campaign mode with our own PCs and so on. See how different that experience would be. I definitely recommend the game....it’s a lot of fun, and easy to grasp the basics. [/QUOTE]
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