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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Ovinomancer" data-source="post: 8151082" data-attributes="member: 16814"><p>I find it hard to say that the prescripted event is "responding" to anything -- it was drafted before you even though to make the character.</p><p></p><p>There's only player agency -- there's aren't "types" of player agency. The only question is "can the player make a meaningful choice?" Trying to subdivide this into categories of imaginary things the player gets to make choices about is obfuscation of the issue. Here, you can't make a meaningful choice because, at the time you chose it, there was no information it would be valuable nor was there any way you could make it valuable. It's only a happy accident that makes it valuable in your example. Accidental agency is an oxymoron.</p><p></p><p>This has been discussed a good bit in this thread -- resources have been linked, discussions, etc. The way risk and reward are presented has been, often, laid out with detail in this thread. The way the player measures risk and reward varies from system to system -- it's not universal. In PbtA games, the move and the character's advancement provides both -- you can see the likelihood of each outcome and understand what each will do. In Blades, there's a pre-roll negotiation on Position (risk) and Effect (reward) prior to the roll, and the player has total freedom to select actions, so they have control over the likelihood of success with this selection. The Burning Wheel method was outlined recently in this thread. Key to all of these is that the GM isn't unbound on failure states -- he's as bound by current fiction and relevance as the players are in narrating success -- you can't just do anything you want.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8151082, member: 16814"] I find it hard to say that the prescripted event is "responding" to anything -- it was drafted before you even though to make the character. There's only player agency -- there's aren't "types" of player agency. The only question is "can the player make a meaningful choice?" Trying to subdivide this into categories of imaginary things the player gets to make choices about is obfuscation of the issue. Here, you can't make a meaningful choice because, at the time you chose it, there was no information it would be valuable nor was there any way you could make it valuable. It's only a happy accident that makes it valuable in your example. Accidental agency is an oxymoron. This has been discussed a good bit in this thread -- resources have been linked, discussions, etc. The way risk and reward are presented has been, often, laid out with detail in this thread. The way the player measures risk and reward varies from system to system -- it's not universal. In PbtA games, the move and the character's advancement provides both -- you can see the likelihood of each outcome and understand what each will do. In Blades, there's a pre-roll negotiation on Position (risk) and Effect (reward) prior to the roll, and the player has total freedom to select actions, so they have control over the likelihood of success with this selection. The Burning Wheel method was outlined recently in this thread. Key to all of these is that the GM isn't unbound on failure states -- he's as bound by current fiction and relevance as the players are in narrating success -- you can't just do anything you want. [/QUOTE]
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