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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8141688" data-attributes="member: 6785785"><p>Like I said, though, you can do it regardless of if this door is trapped or not. I mean, it ultimately is a matter of preference, but given how concerned you are with boring the players in other ways, I’d assume sitting around talking about a door would be something you’d like to keep brief.</p><p></p><p>Even Tolkien handled his door puzzle relatively quickly in the actual narration, though it supposedly took hours in the story.</p><p></p><p></p><p></p><p>But why? What I don’t understand is the immediate assumption that something’s boring just because it has to do with someone else’s character.</p><p></p><p>Like this necromancer story you have....I imagine the PC who has the book finds this situation compelling in some way. Is everyone else bored with it?</p><p></p><p>Stories are interesting or boring independent of being connected to one’s character, I’d expect. Do the players really begrudge someone else getting a little more focus as a reason to check out?</p><p></p><p></p><p></p><p>Honestly it sounds like a lot more work. The world doesn’t “run itself”. You have to actively track and/or narrate all that stuff. Maybe you have a system in place that makes this relatively easy....Blades in the Dark kind of does that by tracking the progress of different factions’ goals during downtime. The GM can just assume a certain amount of progress, or can make a quick fortune roll and track it according to the result. But even with this in place, they recommend only doing it for factions that have become relevant to play.</p><p></p><p></p><p></p><p>So a question comes to mind....do you consider the consistency of the fiction to be more important than the players’ enjoyment of the time spent playing?</p><p></p><p>I know they need not be mutually exclusive, but if it comes down to a choice, which would get priority?</p><p></p><p></p><p></p><p>I don’t know....do you have like copious notes on all this stuff that you reference during play? So if someone asks “does this river flow North?” do you spend the next 10 minutes flipping through pages to confirm? </p><p></p><p>For me, this is a question of the juice not being worth the squeeze.</p><p></p><p></p><p></p><p>Yeah...a session of play with no rules seems like something to avoid, in my book. Like I said, scenes like this aren’t bad, but entire sessions just push it too far. I mean, it’s a game.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8141688, member: 6785785"] Like I said, though, you can do it regardless of if this door is trapped or not. I mean, it ultimately is a matter of preference, but given how concerned you are with boring the players in other ways, I’d assume sitting around talking about a door would be something you’d like to keep brief. Even Tolkien handled his door puzzle relatively quickly in the actual narration, though it supposedly took hours in the story. But why? What I don’t understand is the immediate assumption that something’s boring just because it has to do with someone else’s character. Like this necromancer story you have....I imagine the PC who has the book finds this situation compelling in some way. Is everyone else bored with it? Stories are interesting or boring independent of being connected to one’s character, I’d expect. Do the players really begrudge someone else getting a little more focus as a reason to check out? Honestly it sounds like a lot more work. The world doesn’t “run itself”. You have to actively track and/or narrate all that stuff. Maybe you have a system in place that makes this relatively easy....Blades in the Dark kind of does that by tracking the progress of different factions’ goals during downtime. The GM can just assume a certain amount of progress, or can make a quick fortune roll and track it according to the result. But even with this in place, they recommend only doing it for factions that have become relevant to play. So a question comes to mind....do you consider the consistency of the fiction to be more important than the players’ enjoyment of the time spent playing? I know they need not be mutually exclusive, but if it comes down to a choice, which would get priority? I don’t know....do you have like copious notes on all this stuff that you reference during play? So if someone asks “does this river flow North?” do you spend the next 10 minutes flipping through pages to confirm? For me, this is a question of the juice not being worth the squeeze. Yeah...a session of play with no rules seems like something to avoid, in my book. Like I said, scenes like this aren’t bad, but entire sessions just push it too far. I mean, it’s a game. [/QUOTE]
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