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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8152367" data-attributes="member: 6785785"><p>I don’t know. You gave the example of a player who chose a valorous character not wanting to do valorous things and you say the system that would enforce that is no good. </p><p></p><p></p><p></p><p>I’m only passingly familiar with the game, and haven’t read it at all. As described here, it sounds like a mess.</p><p></p><p></p><p></p><p>Well, if the PCs are demigod like beings, then I don’t know if I’d agree about that. Gods are usually associated with some kind of theme, right? Like they’re the embodiment of war or love or whatever. As such, I can see a system that’s trying to portray that having some mechanics that are meant to bring it to the fore. </p><p></p><p>But that’s a guess as to the motive of such mechanics. Their application and how they function is another matter. </p><p></p><p></p><p></p><p>It’s not a problem, necessarily. But if we’re examining the level of player agency allowed by a game, and one of the games we’re discussing is vulnerable to GM force and railroading, that certainly seems relevant to me.</p><p></p><p></p><p></p><p>So what? People have emotional reactions they don’t want all the time. That happens. It’s the same as a combatant being hurt in combat despite not wanting to be hurt. </p><p></p><p>This distinction between the mental and the physical is arbitrary. </p><p></p><p></p><p></p><p>It sounds kind of like the earliest RPGs, no? Where players were treating their characters very much like pawns, and it was the skill of the player being tested.</p><p></p><p>I know that’s not really what you had in mind, but that doesn’t make it less relevant.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8152367, member: 6785785"] I don’t know. You gave the example of a player who chose a valorous character not wanting to do valorous things and you say the system that would enforce that is no good. I’m only passingly familiar with the game, and haven’t read it at all. As described here, it sounds like a mess. Well, if the PCs are demigod like beings, then I don’t know if I’d agree about that. Gods are usually associated with some kind of theme, right? Like they’re the embodiment of war or love or whatever. As such, I can see a system that’s trying to portray that having some mechanics that are meant to bring it to the fore. But that’s a guess as to the motive of such mechanics. Their application and how they function is another matter. It’s not a problem, necessarily. But if we’re examining the level of player agency allowed by a game, and one of the games we’re discussing is vulnerable to GM force and railroading, that certainly seems relevant to me. So what? People have emotional reactions they don’t want all the time. That happens. It’s the same as a combatant being hurt in combat despite not wanting to be hurt. This distinction between the mental and the physical is arbitrary. It sounds kind of like the earliest RPGs, no? Where players were treating their characters very much like pawns, and it was the skill of the player being tested. I know that’s not really what you had in mind, but that doesn’t make it less relevant. [/QUOTE]
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