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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8149376" data-attributes="member: 7025508"><p>I'm sorry, but it is you who is trying to separate the game and roleplaying. It is a roleplaying game, all of it is part of the game, even when no formal rules are involved. It can have no rules beyond 'players decide what characters do, GM decides what happens and describes the world' and it is still a game, a LARP is a game. </p><p></p><p>Also that 'the characters talk and decide to do something' is crucial for agency. That is them establishing the direction of the game, you can't get more important act for agency than that. </p><p></p><p></p><p>Something is at stake! And that still needs no rules for happen. It is the narrative that creates the stakes, not the rules. </p><p></p><p>Now for back to our friend Lancelot. 'I'm love with the queen' is an important driving force for the character, it is part of his central motivations. This sort of character defining driving force is something the player should accept, otherwise the GM, system or whatever, is effectively creating the character for the player (and if players agree to that, then its fine, but they're willingly giving away a part of their agency.) But being able to decide 'this is what my character cares about' is pretty damn central for agency as it is from those core beliefs all the other decisions follow. Lancelot is in love with his best friends wife, and the fate of the nation depends on this friend. But the player does not control Arthur, they do not control Guinevere, they do not control the other NPCs (unless this is the sort of game where player has narrative level powers.) Numerous risks and conflicts arise from this central motivation, and it is for the player to decide how to handle these situations, what choices to make. Relegating these vital choices to some mechanic would rob the player from agency, make them a spectator and is bizarre to think otherwise.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8149376, member: 7025508"] I'm sorry, but it is you who is trying to separate the game and roleplaying. It is a roleplaying game, all of it is part of the game, even when no formal rules are involved. It can have no rules beyond 'players decide what characters do, GM decides what happens and describes the world' and it is still a game, a LARP is a game. Also that 'the characters talk and decide to do something' is crucial for agency. That is them establishing the direction of the game, you can't get more important act for agency than that. Something is at stake! And that still needs no rules for happen. It is the narrative that creates the stakes, not the rules. Now for back to our friend Lancelot. 'I'm love with the queen' is an important driving force for the character, it is part of his central motivations. This sort of character defining driving force is something the player should accept, otherwise the GM, system or whatever, is effectively creating the character for the player (and if players agree to that, then its fine, but they're willingly giving away a part of their agency.) But being able to decide 'this is what my character cares about' is pretty damn central for agency as it is from those core beliefs all the other decisions follow. Lancelot is in love with his best friends wife, and the fate of the nation depends on this friend. But the player does not control Arthur, they do not control Guinevere, they do not control the other NPCs (unless this is the sort of game where player has narrative level powers.) Numerous risks and conflicts arise from this central motivation, and it is for the player to decide how to handle these situations, what choices to make. Relegating these vital choices to some mechanic would rob the player from agency, make them a spectator and is bizarre to think otherwise. [/QUOTE]
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